Reviewerly/exHarmony huggingface dataset:
TEACHERS’ READINESS TO IMPLEMENT THE ACQUISITION OF TRANSVERSAL SKILLS IN THE CONTEXT OF THE NEW STANDARD

In today’s rapidly changing world, when information technologies are developing very fast, a new change of the paradigm of the educational system is needed. It means that a teacher’s pedagogical activities also have to change – from an educator to a cooperation partner in the teaching/learning process. National Centre for Education (NCE) has worked out a new ”Competence approach to teaching/learning content”, the aim of which is to ensure the acquisition of the content of general education based on competence approach, and which embraces all stages in education.The objective of the article is to reveal the essence of competence approach and the readiness of primary school teachers to implement the acquisition of transversal skills in teaching/learning process and when planning curricula.In order to obtain data, semi- structured interviews, observation, the analysis of documents have been used. According to the research results, part of the teachers finds it difficult to change their style of conducting the teaching/learning process. Explanation and task formulation dominate without involving pupils in discussions.
The Development of a Social Creativity Enhancement Program for Young Children Using Creativity Techniques - A Study on the Balanced Approach of Creativity and Social Communication -

본 연구는 창의성 기법을 활용하여 창의성과 사회적 의사소통의 균형적 발달을 도모하기 위한 사회적 창의 증진 프로그램을 개발하였다. 프로그램의 개발을 위하여 문헌 및 선행 연구 고찰이 이루어졌 으며, 프로그램에서 활용하는 창의성 기법의 선정을 위하여 창의성 전문가 1인의 자문 및 유아교사 5 인의 의견을 통하여 현장견해를 반영하였다. 또한 프로그램 개발 단계마다 이론 전문가 3인 및 현장 유아교사 5인과의 협의를 수행하여 프로그램의 타당도와 적합성을 검토하고 수정 및 보완하였다. 수정된 프로그램으로 만 5세 유아 14명에게 예비연구를 실시하였고, 프로그램에 대한 평가내용을 반영 하여 최종 프로그램을 개발하였다. 이러한 절차를 통하여 개발된 프로그램은 사회적 맥락에서 창의성과 효율적인 의사소통 능력을 발휘하는 사회적 창의를 갖춘 인재로 성장시키고자 하는데 목적을 두었 다. 목표는 창의성(확산적사고, 수렴적사고, 지식, 성향, 동기)과 사회적 의사소통능력(경청하기, 감정 조절하기, 자기 생각 느낌 표현하기, 타인 의도 이해하기, 공감과 함께 관심 갖기, 협력하여 해결하기, 사회규칙 지키기)을 증진시키고자 하였다. 이를 위하여 창의성 기법(브레인스토밍, 색다른 용도법, 자유연상법, 스캠퍼, 강제결합법, 육색모자기법, 유추법)을 활용하였다. 이러한 과정을 통하여 창의성과 사회적 의사소통의 균형을 추구하는 ‘사회적 창의 균형 모델’을 구축하였으며, 교수-학습과정을 3단계 여섯 과정으로 구성하여 프로그램을 개발하였다.This study developed a social creativity enhancement program to promote the balanced development of creativity and social communication using creativity techniques. For the development of this program, literature and previous research on creativity, social communication, creativity techniques, and the NURI Curriculum were reviewed. In selecting creativity techniques employed in the program, this study used on-the-spot opinions of one creativity expert and five preschool teachers. In addition, three experts and five preschool teachers in the child education field were consulted at each stage of the program development to review, revise and supplement the program s validity and suitability. A revised program used to conduct preliminary research on 14 children aged five years and developed the final program reflecting the evaluation of the program. The program developed through these procedures aimed to grow children into talented people with social creativity that demonstrates both creativity and effective communication skills in a social context. The specific goals are to facilitate creativity (divergent thinking, convergent thinking, knowledge, character, and motivation) and social communication skills (listening, controlling emotion, expressing feelings, understanding others intentions, sharing feelings, showing interest in others, cooperation for solutions, and abiding by social rules) through the program. For this purpose, creativity techniques (brainstorming, unusual uses, free association, SCAMPER, forced relationships , six thinking hats, and analogizing) were utilized. Through this process, this study built the social creative balance model, which seeks a balance between creativity and social communication.
Learning to Rank for Plausible Plausibility

Researchers illustrate improvements in contextual encoding strategies via resultant performance on a battery of shared Natural Language Understanding (NLU) tasks. Many of these tasks are of a categorical prediction variety: given a conditioning context (e.g., an NLI premise), provide a label based on an associated prompt (e.g., an NLI hypothesis). The categorical nature of these tasks has led to common use of a cross entropy log-loss objective during training. We suggest this loss is intuitively wrong when applied to plausibility tasks, where the prompt by design is neither categorically entailed nor contradictory given the context. Log-loss naturally drives models to assign scores near 0.0 or 1.0, in contrast to our proposed use of a margin-based loss. Following a discussion of our intuition, we describe a confirmation study based on an extreme, synthetically curated task derived from MultiNLI. We find that a margin-based loss leads to a more plausible model of plausibility. Finally, we illustrate improvements on the Choice Of Plausible Alternative (COPA) task through this change in loss.
How to Create the Best Blog Posts in Open Source Communites

Press Publish. Done.The best blog post is a published blog post. Period. Putting yourself out there as a blogger in your  open source community helps
Theoretical aspects of educational achievements diagnostics of future teachers in the United States of America

The features of diagnostics of educational achievements of future teachers in modern pedagogy in the United States of America are analysed in the article . The article contains the analysis of the features of the future american teachers achievements in modern pedagogy in the USA. It is stated that oral exams are unaccepted in America. The tests orientated to the detection of the certain knowledge level of the particular program and the mastering of the program material take significant place in the process of the diagnostics of the knowledge quality level in the higher educational institutions of the United States of America. The evaluation of quality level of knowledge of the university students takes place on the basis of tests according to the 100 points system, in particular, every teacher has own criteria of evaluation and own requirements to the students that are represented in detail in a working program that deals with the summary and tasks of the program of higher educational establishment. Diagnostics of quality level of knowledge of students in the USA happens mainly with the help of computer and the students are estimated by the least dignity humiliation, by letters. After the finishing studying in a higher educational institution the American teachers who are beginners are obliged to get a license after passing tests of their basic skills, general knowledge and subject matter knowledge, pedagogical knowledge and subject – specific pedagogical knowledge. Criteria of selection of the students to higher pedagogical establishments are: certificate with high points which is available after secondary education test passing o of SAT or ACT, entrance examination. Rating and credit systems are the control forms and possibility to measure Grade Point Average – GPA of the student. Today the education system in the USA faces global changes: following the swift development of modern technologies, America prepares the new generation of professional on-line teachers . The article contains the most interesting student traditions that existed and still exist in order to attract good luck during the examinations. Stories of past student life told by the postgraduate student of the Binghamton university from the state New York deserve attention too. Thus, diagnostics of educational achievements of the future teachers in the USA concentrates attention of teacher not on the estimation shown in points, but on the necessity of the individual approach to every student, understanding of difficulties at mastering of educational material and its practical use. Key words: future teachers, knowledge, diagnostics, tests, estimation, academic achievement, students.
Pembangunan Sistem Electronic Customer Relationship Management pada PT. Beton Elemenindo Perkasa

PT. Beton Elemenindo Perkasa is a company engaged in the construction industry as a provider of precast concrete for infrastructure projects both government and private projects. The company was founded on February 5, 1990. PT. Beton Elemenindo Perkasa markets its products in a conventional way, which comes directly to the customer, but inadequate product and service promo information makes it difficult for the company to retain customers. In addition, the lack of communication media from the company causes a lack of assessment and evaluation of the company's performance in an effort increasing demand will have an impact on decreasing loyalty and if it happens continuously the company will lose customers or switch customers to other companies. Possibility of developing a Customer Relationship Management system at PT. Beton Elemenindo Perkasa will use the waterfall method.&#x0D; Keyword - Electronic Customer Relationship Management; PT. Beton Elemenindo Perkasa; Waterfall.
Similarity based on the Importance of Common Features in Random Forest

In the existing methods for calculating the similarity between samples in random forests, the only case considered is where different samples fall on the same leaf node of the decision tree.The cases where there are leaf nodes in different positions of the decision tree or the sample falls on different leaves are neglected, thus affecting the accuracy of the similarity.In this paper, firstly, according to the difference of the leaf nodes in different positions of the decision tree, the importance of the sample features to which the leaf nodes belong are used as an attribute to describe the similarity.Secondly, for the case that the samples fall on different leaf nodes, the common features between samples are taken as another attribute to describe the similarity.Therefore, the measure method SICF (similarity between samples based on the importance of common features) is proposed.Finally, it is applied to the K-nearest neighbor classification algorithm, and the validity and correctness of the similarity are verified by the OOB index.The experimental results show that for the UCI data set, compared with two classical methods, the similarity SICF achieves better classification results.
<i>Wisconsin Rocks! A Guide to Geologic Sites in the Badger State</i> by Scott Spoolman. Mountain Press, www.mountain-press.com. 160 pages; 2018; $18 (softbound).

"Wisconsin Rocks! A Guide to Geologic Sites in the Badger State by Scott Spoolman. Mountain Press, www.mountain-press.com. 160 pages; 2018; $18 (softbound).." Rocks & Minerals, 94(4), p. 380
Deep RGB-D Canonical Correlation Analysis For Sparse Depth Completion

In this paper, we propose our Correlation For Completion Network (CFCNet), an end-to-end deep learning model that uses the correlation between two data sources to perform sparse depth completion. CFCNet learns to capture, to the largest extent, the semantically correlated features between RGB and depth information. Through pairs of image pixels and the visible measurements in a sparse depth map, CFCNet facilitates feature-level mutual transformation of different data sources. Such a transformation enables CFCNet to predict features and reconstruct data of missing depth measurements according to their corresponding, transformed RGB features. We extend canonical correlation analysis to a 2D domain and formulate it as one of our training objectives (i.e. 2d deep canonical correlation, or "2D2CCA loss"). Extensive experiments validate the ability and flexibility of our CFCNet compared to the state-of-the-art methods on both indoor and outdoor scenes with different real-life sparse patterns. Codes are available at: https://github.com/choyingw/CFCNet.
PENERAPAN GAME ANALISIS ASAH OTAK UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA DALAM MENULIS BIOGRAFI

Students' understanding of writing biographical texts identified is still less active and learning outcomes are not good, so it is feared that it will decrease further. The alternative used by researchers is the application of game learning strategies to brain teaser analysis that aims to improve student activity and learning outcomes in biographical writing skills. The researcher used the pre-experimental design research design through the one-group-pretest-posttest approach. Data collection used is the plan for implementing learning, observation, and testing. Samples taken by researchers in the X3 class of SMAN 5 Subang were 30 students. The results of the initial value analysis and final value analysis of students show an increase in writing skills in biographical text material. The results of the observation of teacher learning in the 90% class were carried out and student learning in the 85% class was conducted. In the pre-test, student activeness was only 63%, with details of 19 students active students, and student work results, 5 students got high scores, 14 moderate grades, and 11 low scores, then after being given treatment with game learning strategies obtained brain teaser analysis the results of the post-test activities of students increased to 90%, with details of active students 27 students, and the work results of students who scored high 12 students, moderate grades 15 students, and low scores 3 students. Thus the application of game learning strategies to brain teaser analysis has a positive impact, namely a significant increase in learning outcomes, both activeness and the value of learning outcomes obtained.
Viewport-driven DASH media playback for interactive storytelling

Over the past few years, the HTTP Adaptive Streaming (HAS) technologies, e.g. the MPEG-DASH standard (DASH), became the predominant form of online video streaming. 360 Virtual Reality (VR) content have recently emerged on video streaming platform as a new immersive format but limits the interaction with the viewer to looking around via head rotation. From storytelling domain, interactive storytelling is a known technique to immerse the viewer into the story by allowing him to influence the way the story unfolds. In this demo, we combine a VR 360 video player and interactive storytelling delivered using DASH. By adding DASH-level signaling when branching occurs in the storyline and by updating the reference dash.js JavaScript player, it is possible to create an interactive 360 video experience that is seamless to the user. That is, each person experiences a different storyline based on its head movements whether it is by explicit cues, e.g. choosing a certain outcome to a scene, or implicitly by following narrative cues inserted by the content creator such as moving objects, character movements in the scene. Such seamless experience aims at maximizing the emotional response of the user on the content as intended by the content creator.
A calculus for dynamic architectures

• A set of 35 rules to reason about component behavior in a dynamic context is provided. • The rules are implemented in Isabelle/HOL and their soundness is verified mechanically in 3500 lines of Isabelle/HOL code. • The approach is evaluated by means of four case studies resulting in 3800 additional lines of Isabelle/HOL code. With the emergence of mobile and adaptive computing, dynamic architectures have become increasingly important. In such architectures, components may appear or disappear, and connections between them may change over time. Dynamic architectures are usually specified in terms of two separate specifications: a specification of component behavior and a specification of component activation and reconfiguration. To verify them, both specifications are first interpreted over a common model for dynamic architectures and verified against a property specified over the same model. Interpreting the specifications over the model, however, introduce repetitive proof steps, which increase the length of proofs, and thus the effort to develop and maintain them. To address this problem, we developed a calculus for dynamic architectures providing rules to reason about component behavior in a dynamic environment. We proved soundness and relative completeness of the rules, implemented them in the interactive theorem prover Isabelle, and mechanized the corresponding soundness proofs. The calculus can be used to support the abstract verification of dynamic architectures in Isabelle. This is demonstrated by means of a running example and evaluated in terms of four case studies. Our results suggest that the calculus has the potential to reduce the length of proofs for the verification of dynamic architectures, thus reducing the effort to develop and maintain verification results.
Politeness Principles in “Donald Trump’s Election Victory Speech"

This paper entitled “Politeness Principles in Donald Trump’s Election Victory Speech: A Pragmatic Study” discusses the maxims of politeness principles, illocutionary acts and the illocutionary functions found in the victory speech of Donald Trump on November 7th, 2016. The purpose of this study is to define how far the maxims of politeness principles, the illocutionary acts and the illocutionary functions affect Donald Trump’s speech. This research was conducted using qualitative descriptive design. It was concerned with the explanation of utterance produced by Donald Trump in which politeness principles, illocutionary acts, and illocutionary functions occur. The primary source was the transcript of the speech retrieved from https://www.nytimes.com. In directing the study, the researcher; identified the data and then categorized them, clarified the categorized data, analysed the classified data, interpreted the data, reported the discovery and presented the data in the discussion. The analysis started with what types of politeness principles employed by Donald Trump, illocutionary acts, the illocutionary functions and ended with the discussion about the most dominant maxim used by Donald Trump. The conclusions presented that there were 21 utterances which contained 6 forms of politeness principles. Trump tended to use the expressions of tact maxim (6 utterances), generosity (4 utterances), approbation (5 utterances), modesty (3 utterances), agreement (1 utterance), and sympathy (2 utterances). The types of illocutionary acts; assertive in 4 utterances, directive in 5 utterances, commissive in 5 utterances, expressive in 7 utterances, and declaration in none. Illocutionary functions found were as follows; competitive function in 4 utterances, convivial function in 13 utterances, collaborative functions in 4 utterances, and conflictive function in none. The furthermost leading maxim from politeness principles was tact maxim which means that Trump tried to maximize the benefit of other and minimize the cost to other.
A Design Method of Performance Test Case Based on kNN Algorithm

This paper based on existing historical test case set to combined with the kNN algorithm to train the classification model. The model is used to assist the design of the software performance test to obtain the optimal performance test case set. This method can provide reference for software performance test case design.
Regression Concept Vectors for Bidirectional Explanations in Histopathology

Explanations for deep neural network predictions in terms of domain-related concepts can be valuable in medical applications, where justifications are important for confidence in the decision-making. In this work, we propose a methodology to exploit continuous concept measures as Regression Concept Vectors (RCVs) in the activation space of a layer. The directional derivative of the decision function along the RCVs represents the network sensitivity to increasing values of a given concept measure. When applied to breast cancer grading, nuclei texture emerges as a relevant concept in the detection of tumor tissue in breast lymph node samples. We evaluate score robustness and consistency by statistical analysis.
Improving Human Text Comprehension through Semi-Markov CRF-based Neural Section Title Generation

Titles of short sections within long documents support readers by guiding their focus towards relevant passages and by providing anchor-points that help to understand the progression of the document. The positive effects of section titles are even more pronounced when measured on readers with less developed reading abilities, for example in communities with limited labeled text resources. We, therefore, aim to develop techniques to generate section titles in low-resource environments. In particular, we present an extractive pipeline for section title generation by first selecting the most salient sentence and then applying deletion-based compression. Our compression approach is based on a Semi-Markov Conditional Random Field that leverages unsupervised word-representations such as ELMo or BERT, eliminating the need for a complex encoder-decoder architecture. The results show that this approach leads to competitive performance with sequence-to-sequence models with high resources, while strongly outperforming it with low resources. In a human-subject study across subjects with varying reading abilities, we find that our section titles improve the speed of completing comprehension tasks while retaining similar accuracy.
Comparison of International TIMSS 2011 Proficiency Levels and Cut-off Scores Set by Using Cluster Analysis

The aim of the study is to compare TIMSS 2011 proficiency levels with the proficiency levels defined by the researchers using cluster analysis for Turkey, Korean, Norway, and Morocco in 4th and 8th grades in the fields of science and mathematics. Therefore, it is tried to be reached that these cut-off scores for each country can serve the evaluation of each country itself. For this research, the data gathered from related countries’ students was taken from TIMSS 2011 database. Statistical analysis was performed with SPSS Version 21.0 statistic software package. The cut-off scores for these four countries selected in this study for each grade level and course type were defined using cluster analysis. Then, proficiency levels according to these cut-off scores were compared to the general TIMSS 2011 proficiency levels, and so the difference between these levels and percentage of agreement have been examined. According to the results, cut-off scores set by using cluster analysis for Korea were higher than TIMSS international benchmarks. Cut-off scores set for Morocco, Norway, and Turkey were lower than TIMSS international benchmarks. the percentage of agreement of the proficiency levels was found to be between 8.1% and 70.0%, and in general, it has been found that the percentage of agreement was low. Consequently, it is suggested that countries should make a standard-setting study for their own samples instead of using TIMSS international benchmarks for their own evaluations.