Reviewerly/exHarmony huggingface dataset:
Mobile App Development

Despite student interest in mobile app development (MAD) and a rise in demand for mobile app developers, many computer science departments have not yet incorporated a MAD course into their curriculum. For such departments, barriers such as resource and curriculum limitations stand in the way of offering a MAD course. To elaborate, it can be difficult to find an instructor with the expertise to teach a MAD course. If such expertise is not available, it can be time consuming for an educator to train him/herself to gain the necessary knowledge to the teach the course. Furthermore, the instructor must decide which MAD platform to utilize, Android, iOS, hybrid, or web? Since MAD is a relatively new field, there are few resources in the literature that can help with MAD course preparation and design. In this poster, I present my experiences navigating these MAD course barriers at a primarily undergraduate institution. Recently, I have designed and taught a 300-level Android/Java course (Fall 2017) and a 300-level iOS/Swift course (Fall 2018). My experience report includes a summary of MAD course preparation, design, and implementation for both courses. To help guide choosing a platform, I include a detailed comparison of Android and iOS for supporting undergraduate CS learning outcomes. The comparison is based on resources required, maintenance considerations, software design principles covered (OOP and design patterns), and student work and feedback. The experiences reported in this poster offer guidance and insights for educators considering teaching a MAD course at their own university.
Analysis of User Needs for Collection Development Activity in Mahkamah Agung Republik Indonesia Library

This study discusses the activities of analyzing user needs in developing collections in specialized libraries. This study aims to identify the practices and constraints faced by librarians in conducting user needs analysis activities at the Mahkamah Agung Library. The activity of analyzing user needs becomes important as an initial step and benchmark in developing collections. This research is a qualitative research using a case study method. The results of this study show that the Mahkamah Agung Library has not analyzed the needs of users in depth. This causes librarians to be confused about how to develop collections cannot determine the procurement of collections. Then more in-depth analysis is needed by auditing information and interviews with users.
DEVELOPMENT OF AUTOMATION OF CONTROL OF LINEAR AND NONLINEAR CONTROL SYSTEMS AND NAVIGATION OF WATER TRANSPORTATION MEANS

It was shown that the equipment for control of the systems of navigation and navigation of water transport means includes an input stimulator (test signals) generator, a measuring device that allows determining the initial response of the control object to the input stimulus signal, the information processing device, and the registration device. Therefore, to form the input stimulating signal, it is expedient to use generators built on the method of converting code into an analogue. The purpose of the control automaton to determine the technical state of the systems of navigation and navigation of water transport vehicles is to make an opinion on the status of the object of control at the instantaneous values of the output signal at the time interval. It is shown that in the analyzer of discrete action, the measurement of the output signal of the control object is performed at fixed reference points using the converter analog code. The functional scheme of the multiplication device is presented together with the part of the control unit. The principle of work is considered. The versatility of the proposed control machine is achieved, firstly, by the possible change in the parameters of the generator of input signals, which allow the formation of signals of various forms, and, secondly, by the adjustment of the analyzer, which allows the processing of the output signal at different values. It is substantiated that in the control of arbitrary linear systems, you can use sinusoidal input signals and thus get rid of the need to rebuild the converter code-analogue and encoder, which greatly simplifies the circuit of the control machine. For the required accuracy with the number of system parameters for more than two input signals must consist of several sinusoidal signals of different frequencies. Changing the frequency of the input sinusoidal signal is provided by a frequency divider with a variable fission factor.
PENGARUH PENGGUNAAN MEDIA BAGAN TANGGA SATUAN PANJANG TERHADAP MOTIVASI BELAJAR DAN IMPLIKASINYA TERHADAP HASIL BELAJAR SISWA (Studi Quasi Eksperimen Pada Siswa Kelas IV Mata Pelajaran Matematika di SD Negeri 1 Winduhaji)

Abstract: In this study used to find out the results of the posttest in the class that uses the learning media ladder chart with classes that do not use the learning media unit ladder chart and to know the differences in student learning outcomes in classes that use ladder chart learning media with increased student learning outcomes in class who do not use the media learning charts and student learning assistance in the fourth grade of SDN 1 Winduhaji Mathematics. The method used in this study is nonequivalent control group design design. The subject of this study was to take two classes, namely class A consisting of 33 students as a control class and class B consisting of 34 students as an experimental class. The research instrument used multiple choice questions and learning motivation questionnaires. Than, an analysis of instrument and data analysis is carried out. Data analysis in the control class and experimental class using SPSS version 22. Analysis of the data in the experimental class and control class showed that the t test value was 0.000 0.05. The results showed that the learning media used to study and learn the learning outcomes of students who use learning media that cannot use the learning media ladder unit length chart. From these data it can be extended that the learning charts of the ladder chart are very long towards learning and student learning outcomes and can be used as an alternative learning media for teachers in increasing motivation and learning outcomes.Keywords: Learning Media Long Unit Ladder Chart, Learning Motivation and Learning Outcomes.
Minimal Component-Hypertrees

Component trees are interesting structures of nested connected components, efficiently represented by max-trees, used to implement fast algorithms in Image Processing. In these structures, connected components are constructed using a single neighborhood. In recent years, an extension of component trees, called component-hypertrees, was introduced. It consists of a sequence of component trees, generated from a sequence of increasing neighborhoods, in which their connected components are also hierarchically organized. Although this structure could be useful in applications dealing with clusters of objects, not much attention has been given to component-hypertrees. A naive implementation can be costly both in terms of time and memory. So, in this paper, we present algorithms and data structures to efficiently compute and store these structures without redundancy obtaining a minimal representation of component-hypertrees. Experimental results using our efficient algorithm show that the number of nodes is reduced by approximately 70% in comparison to a naive implementation.
Applications of band-limited extrapolation to forecasting of weather and financial time series

This paper describes the practical application of causal extrapolation of sequences for the purpose of forecasting. The methods and proofs have been applied to simulations to measure the range which data can be accurately extrapolated. Real world data from the Australian Stock exchange and the Australian Bureau of Meteorology have been tested and compared with simple linear extrapolation of the same data. In a majority of the tested scenarios casual extrapolation has been proved to be the more effective forecaster.
Improved Integral Attacks on PRESENT-80

In this paper, we propose an improved integral attack against round-reduced PRESENT-80. First, we find a new 7-round integral distinguisher by analyzing the algebraic degree of PRESENT. Then, we propose an algebraic method to recover the master key by solving a system of linear equations which are extracted from the last three rounds of the cipher. Using this method, we can attack 10-round PRESENT-80 with time complexity $$2^{27.6}$$ and data complexity $$2^{27}$$ , and 12-round PRESENT-80 with time complexity $$2^{66}$$ and data complexity $$2^{64}$$ . Moreover, a key partition technique is proposed to gain one more round such that we could attack 11-round PRESENT-80 with time complexity $$2^{58}$$ and data complexity $$2^{48}$$ , and 13-round PRESENT-80 with time complexity $$2^{74}$$ and data complexity $$2^{64}$$ .
Attacking Hardware AES with DFA

We present the first practical attack on a hardware AES accelerator with 256 bit embedded keys using DFA. We identify the challenges of adapting well-known theoretical AES DFA models to hardware under attack from voltage fault injection and present solutions to those challenges. As a result, we managed to recover 278 real-world AES-256 keys from a secure computing system in a matter of hours with minimal cost.
An Energy-Efficient FPGA Implementation of an LSTM Network Using Approximate Computing

Long Short-Term Memory (LSTM) Recurrent Neural network (RNN) is known for its capability in modeling temporal aspects of data and has been shown to produce promising results in sequence learning tasks such as language modeling. However, due to the large number of model parameters and compute-intensive operations, existing FPGA implementations of LSTM cells are not sufficiently energy-efficient as they require large area and exhibit high power consumption. This work describes a substantially different hardware implementation of an LSTM which includes several architectural innovations to achieve high throughput and energy-efficiency. This paper includes extensive exploration of the design trade-offs and demonstrates the advantages for one common application - language modeling. Implementation of the design on a Xilinx Zynq XC7Z030 FPGA for language modeling shows significant improvements in throughput and energy-efficiency as compared to the state-of-the-art designs. It is worth mentioning that the proposed LSTM hardware architecture is also applicable to other applications that use LSTM as part of the neural network model (e.g., CNN-RNN models) or in whole (e.g., RNN models).
Syntheses, Creativity and Paradigm Change

&lt;p&gt;&lt;em&gt;In this short paper, I emphasized that creativity in research is best demonstrated by a synthesis effort of observed facts, which could bring a paradigm change and produce a step-wise progress (&lt;/em&gt;&lt;em&gt;“&lt;/em&gt;&lt;em&gt;breakthrough”) in science. &lt;/em&gt;&lt;/p&gt;
General symmetry in the reduced dynamics of two-level system

We study general transformation on the density matrix of two-level system that keeps the expectation value of observable invariant. We introduce a set of generators that yields hermiticity and trace preserving general transformation which casts the transformation into simple form. The general transformation is in general not factorized and not completely positive. Consequently, either the parameter of transformation or the density matrix it acts on needs to be restricted. It can transform the system in the forward and backward direction with regard to its parameter, not as a semigroup in the time translation symmetry of dynamical maps. The general transformation can rotate the Bloch vector circularly or hyperbolically, dilate it or translate it. We apply the general transformation to study the general symmetry of amplitude damping and phase damping in two-level system. We generalize the generators to higher level systems.
Action Research in Teaching English for Students of Non-Linguistic Specialties in Higher Schools

This article presents the theoretical and practical part of using the action research in teaching English for students of non-linguistic specialties in higher schools. Action research is a new process of research in Kazakhstan education that presents conducting of research by action researchers who share their findings with others in teaching. Our daily life connects with action research in order to investigate, make analysis and evaluate our work. The term action research has become particularly popular in education, especially in teaching foreign languages. Different approaches can be applied to improve the process of learning in it. Action Research is a great opportunity for creative teachers to develop different skills of students. The main purpose of this paper is to study basic concepts of action research, develop a model of action research process in teaching English, and determine the effectiveness and advantages of action research in teaching English for students of non-language specialties.
Cybersecurity is Not a Fad

First, the bad news - Cybersecurity is here to stay. Threats are escalating and organizations are increasingly vulnerable. Hackers are smarter, there are more of them, and they continue to wreak havoc across critical infrastructure systems. There is a huge, growing shortfall of cyber talent. All students, and especially computer science students, need to learn cyber, but there is an acute shortage of cybersecurity faculty. The good news - Cybersecurity is here to stay. We continue to need skilled cyber workers. Students like cyber. Cyber can draw more students to Computer Science and create opportunities for Computer Science faculty. Dr. Blair Taylor will share her experiences building cyber curriculum from the classroom perspective and from her experience working with NSA to build a National Cybersecurity Curriculum Program.
Introduction: Understanding Digital Forensics

As the world goes digital, the use of computerized systems to provide services and store information becomes prevalent in both the public and private sectors. Individuals also use computing devices heavily in their daily lives; it is rare to see a person who is not dependent on some form of computing device to organize his or her digital data or to communicate with others.
Parenting: Safe Reinforcement Learning from Human Input

Autonomous agents trained via reinforcement learning present numerous safety concerns: reward hacking, negative side effects, and unsafe exploration, among others. In the context of near-future autonomous agents, operating in environments where humans understand the existing dangers, human involvement in the learning process has proved a promising approach to AI Safety. Here we demonstrate that a precise framework for learning from human input, loosely inspired by the way humans parent children, solves a broad class of safety problems in this context. We show that our Parenting algorithm solves these problems in the relevant AI Safety gridworlds of Leike et al. (2017), that an agent can learn to outperform its parent as it "matures", and that policies learnt through Parenting are generalisable to new environments.
Analyzing User Interactions with Cybersecurity Games

Capture the Flag games are software applications designed to exercise cybersecurity concepts, practice using security tools, and understand cyber attacks and defense. We develop and employ these games at our university for training purposes, unlike in the traditional competitive setting. During the gameplay, it is possible to collect data about players' in-game actions, such as typed commands or solution attempts, including the timing of these actions. Although such data was previously employed in computer security research, to the best of our knowledge, there were few attempts to use this data primarily to improve education. In particular, we see an open and challenging research problem in creating an artificial intelligence assistant that would facilitate the learning of each player. Our goal is to propose, apply, and experimentally evaluate data analysis and machine learning techniques to derive information about the players' interactions from the in-game data. We want to use this information to automatically provide each player with a personalized formative assessment. Such assessment will help the players identify their mastered concepts and areas for improvement, along with suggestions and actionable steps to take. Furthermore, we want to identify high- or low-performing players during the game, and subsequently, offer them game tasks more suitable to their skill level. These interventions would supplement or even replace feedback from instructors, which would significantly increase the learning impact of the games, enable more students to learn cybersecurity skills at an individual pace, and lower the costs.
CodeBuddy (Collaborative Software Development Environment)

Pair-programming is an Agile technique in Extreme Programming (XP) where traditionally two programmers need to be collocated and work together at one workstation. Previous research has shown that pair-programming is very beneficial in software engineering education. However, learning and practicing pair-programming are mostly limited in a class where students can only learn to collaboratively program with another student in controlled or laboratory settings. Although nowadays there exist some collaborative tools, such as CodePilot, Google Colaboratory and Git, they are not specifically pair-programming-oriented. This impedes a pairing's ability to discuss effective strategies in problem solving, to form productive or mutually learning pairs, and to predict pair compatibility. To encourage students in out-class practice of pair-programming, we present a demonstration of a novel web-based software development environment, called CodeBuddy, for remote pair-programming. CodeBuddy provides instructors and students with several features for managing laboratory classes and practicing pair-programming. Examples of CodeBuddy's features include: coding screen mirroring between a pair, output terminal to show compiled results, face-to-face like communication channels (i.e., video calling and instant text messaging), automatic and manual role switching, code quality analysis for monitoring coding students' progress and recommending a pair with targeted pairing goals, implicit code reviews using face detection for tracking a reviewer's engagement, line-by-line code commenting, etc. The demonstration consists of a walkthrough of two use-case scenarios: an instructor assigns a problem-solving task and two students remotely work together in a pair using CodeBuddy on two different workstations to solve it.
APPLICATION OF ICT FOR EXPERT ASSESSMENT OF LATENT VARIABLES IN PSYCHOLOGICAL AND PEDAGOGICAL RESEARCH

The article analyzes the approaches to the study of latent variables in psychological and pedagogical research. The study confirms that some competences and personal qualities belong to the latent constructs (tolerance, readiness for life-long learning, value orientations, etc.) that are difficult to measure. To make their assessment more accurate and reliable, the expert evaluation method with ICT support is suggested providing for the involvement of a greater number of experts in the assessment process. The pedagogical expertise, covering a set of procedures necessary for getting collective expert opinion or assessment of a pedagogical object, phenomenon or process, is considered as the core of the expert evaluation method. The developed ICT assessment support for latent variables evaluation is oriented at the three-level classification of competences. It provides for determining the level of development of social-personal, general-scientific, instrumental, general-professional and specialized-professional competences (the first level of classification) and their constituent structural parts (the second level of classification) as well as the level of acquired knowledge, skills, values and personal qualities (the third level of classification). The developed ICT assessment tool includes the data concerning the Author (Developer), Experts, Expert Assessment, the indices obtained as a result of the analysis of Expert Assessment (Coefficients). Experts are expected to assess the significance of smaller structural units correlating them with the larger ones. Initially, the development level of every individual competence in correlation with the social and professional competence is assessed in percentage; the acquisition of social and professional competence is taken as 100%. Then the significance index of the competences that are the structural parts of every given competence is determined; the significance index of competence structural parts in reference to the relevant competence is assessed.
Optimization of Max-Norm Objective Functions in Image Processing and Computer Vision

Many fundamental problems in image processing and computer vision, such as image filtering, segmentation, registration, and stereo vision, can naturally be formulated as optimization problems. We consider binary labeling problems where the objective function is defined as the max-norm over a set of variables. It is well known that for a limited subclass of such problems, globally optimal solutions can be found via watershed cuts, i.e., cuts by optimum spanning forests. Here, we propose a new algorithm for optimizing a broader class of such problems. We prove that the proposed algorithm returns a globally optimal labeling, provided that the objective function satisfies certain given conditions, analogous to the submodularity conditions encountered in min-cut/max-flow optimization. The proposed method is highly efficient, with quasi-linear computational complexity.
ВИКОРИСТАННЯ ІНФОРМАЦІЙНОЇ СИСТЕМИ ALGOSTUDY У ПРОЦЕСІ ФОРМУВАННЯ АЛГОРИТМІЧНОГО МИСЛЕННЯ МАЙБУТНІХ ІНЖЕНЕРІВ-ПЕДАГОГІВ У ГАЛУЗІ КОМП’ЮТЕРНИХ ТЕХНОЛОГІЙ

The specificities of algorithmic thinking formation for engineer-teachers in the field of computer technologies, that is an important intellectual part of their professional activities, have been determined in the article. The information system AlgoStudy has been created in the programming environment Adobe Flash CS6. Its structural components have been built with the use of Flash animation. The pedagogical software product is some Flash App with the given consistency of footages. The transition between these footages is realized with the help of the navigation in such sections: modeling, algorithms, structure of compliance, structure of branching, and structure of cycle. Hypertext links among parts is realized with the help of programming language commands Action Script. Main stages (organizational, practical, and efficient) of the algorithmic thinking formation have been determined, as well as their characteristics have been showed in the article too. The attention has paid to the creation of teaching material (interactive tasks, modeling tasks and logic games) in the information system AlgoStudy for the preparing of future engineer-teachers in the field of computer technologies on the basics of algorithmization and programming. The special organization of educational process for future engineer-teachers algorithmic thinking formation has been realized. The pedagogical software tool AlgoStudy has been used in experimental groups, and traditional didactical materials have been used in control groups during this process. The calculation of results in these research activities is clear enough to allow to conclusion that the use of the information system AlgoStudy contributes the growth performance of high and sufficient levels for students’ algorithmic thinking formation. The practical value of the study could be useful for algorithmic thinking formation of future professionals on computer specializations in pedagogical and technical institutions of higher education.