Reviewerly/exHarmony huggingface dataset:
Development of Educational Motivation of Adults with the Help of Visual Technologies

A necessary skill of a modern person existing in the information world is information literacy.Educational organizations of various levels actively use modern information technologies in the educational process, which contribute to improving academic results, developing digital literacy, and increasing the motivation of students.Promising technologies that meet the above requirements are visual learning technologies.A significant number of publications devoted to visual technologies and the peculiarities of their use in teaching various sciences speak about the prospects of these technologies and their undeniable advantages.With the help of visual images, graphics and diagrams, complex material is absorbed more efficiently, students work productively with complex schemes and algorithms.By transforming the information that needs to be processed into visual diagrams, students easily memorize it and use it to solve their tasks.The purpose of this study is to study the possibilities of using visual technologies in the educational process to develop students' motivation, improve the quality of the educational process.The study suggests using visual technologies, such as: intelligence maps, infographics and pictograms, scribing, sketching.The research program is based on the diagnosis of the level of motivation to learn before and after the use of active and passive visual technologies in adult education.The study was conducted for four months as part of adult education directed from organizations using visual technologies.Teachers were instructed and methodical training, after which classes were implemented.The results of the work showed that the use of visual technologies makes it possible to increase the level of motivation of students, as well as to better memorize, reproduce information and use it in their practical activities.
Data anonymization to balance privacy and utility of online social media network data

There are tremendous users of social media networks, and they keep growing day by day. In recent years, social media networks have sparked widespread interest among the general public because they offer a simple and appealing form of communication. Users’ data is at risk due to their expanding contact with social networks, necessitating securing their privacy. Users communicate with each other on social media and share information that is vital and private. This user’s information is on the tip of attraction, as many third-party ethical users use it for good causes like increasing the new customers by analyzing their needs. Still, unethical users misuse it for destructive purposes like stealing data, burglary, or personification. And hence the data owner’s task is to preserve the privacy of information. Before publishing such information in the public domain, it needs to be anonymized so that a third party cannot misuse it. Again balancing privacy and utility also need to be focused. The proposed improved Mondrian algorithm anonymizes data by partitioning and enhances privacy and utility balance on the Adult dataset same as with measures PIRL, NCP and DP.
Learner Performance-based Behavior Optimization Algorithm: A Functional Case Study

Abstract A novel algorithm called learner performance-based behavior algo-rithm (LPB) was proposed for single and multi-objective by Chnoor M. Rahman and Tarik A. Rashid in 2021. LPB proved its ability to deal with complex opti-mization problems compared to the dragonfly algorithm (DA), genetic algorithm (GA), and particle swarm optimization (PSO). This paper presents and explains the implementation of the LPB algorithm, and it applies it as a model in a case study to maximize a fitness function. As a result, the LPB algorithm is success-fully improved the initial population and achieved the optimal solution.
Pengembangan PENGEMBANGAN GAME EDUKASI MEMBACA DAN MENULIS UNTUK MENINGKATKAN KEMAMPUAN BAHASA ANAK USIA 5-6 TAHUN DALAM HAL KEAKSARAAN DI TK ISLAM BHAKTI 5 YPBWI

ABSTRACT&#x0D; This study aims to determine the results of the development of educational gamesto improve language skills in terms of literacy using Power Point, determine the feasibility of educational games (Guess the Picture) Vocabulary Reading and Writing in Indonesian as a learning medium to improve student learning outcomes at Islamic Kindergarten Bhaki 5 YPBWI Gresik based on Power Point, and find out student responses to the use of Power Point-based reading and writing educational games as learning media with basic material of recognizing animal names through a series of vocabulary and then answering the questions listed in the reading and writing educational game, and aims to determine the feasibility of the media as a learning medium.&#x0D; The research method used is development or known as the Research and Development method. The stages in the research process are the analysis, design, development, implementation, and testing stages. The tests carried out are in the form of validation by media and material experts. Then the media was tested by students. After validation has been carried out and the media meets the appropriate interactive criteria, then testing or research is carried out to determine the feasibility in the field. This research was conducted at TK Islam Bhakti 5 YPBWI Gresik involving 17 students. The method used in data collection is a questionnaire, the data obtained is then analyzed by descriptive analysis technique. In this study, the results of the feasibility of media experts on an average of 81% were included in the appropriate category. Material experts on an average of 100% are included in the very feasible category, and the results of student trials are on average 70% and field test results of 79% are very feasible included in the good category. Based on the results of the study, it can be concluded that overall the learning media for developing reading and writing educational games to improve children's language skills in terms of literacy is appropriate to be used as a medium in the learning process in kindergarten group B children.&#x0D; &#x0D; Keywords&#x0D; Development, Eligibility, Learning Media
Face Mask Detection Using GoogLeNet CNN-Based SVM Classifiers

The COVID-19 pandemic that broke out in 2019 has affected the whole world, and in late 2021 the number of cases is still increasing rapidly. In addition, due to this pandemic, all people must follow the mask and cleaning rules. Herein, it is now mandatory to wear a mask in places where millions of people working in many workplaces work. Hence, artificial intelligence-based systems that can detect face masks are becoming very popular today. In this study, a system that can automatically detect whether people are masked or not is proposed. Here, we extract image features from each image using the GoogLeNet architecture. With the help of these image features, we train GoogLeNet based Linear Support Vector Machine (SVM), Quadratic SVM, and Coarse Gaussian SVM classifiers. The results show that the accuracy (%), sensitivity (%), specificity (%) precision (%), F1 score (%), and Matthews Correlation Coefficient (MCC) values of GoogLeNet based Linear SVM is equal to 99.55-99.55-99.55-99.55-99.55-0.9909. When the results of the proposed system are examined, it is seen that it provides an advantage due to its high accuracy. In addition, it is very useful in practice that it can detect masks from any camera. Moreover, since there are classification models that can be created in a shorter time than models that can detect objects, model results can be examined in a shorter time. Therefore, it is seen that the proposed system also provides an advantage in terms of complexity.
Celiac patients� satisfaction of nursing consultation in a Gastroenterology Department

The assessment of the personal care received is an indicator of the quality of the health care system. The diagnosis of celiac disease generates concern in the patient and limits the quality of life, and adherence to treatment determines symptomatic improvement. For this reason, a nursing consultation for health and nutritional education for celiac patients has been set up in our hospital. The objectives were to know the degree of patient´s satisfaction of this health program regarding technical and communicative aspects, as well as to assess the influence of adherence to the gluten-free diet (GFD) on health through clinical and analytical parameters. This is a descriptive cross-sectional observational study in patients diagnosed of celiac disease from January 2019 to June 2021 according to the Catassi criteria and who have attended the nursing consultation. Subsequently, the satisfaction survey was carried out and the clinical and analytical results were analyzed descriptively and statistically using the Student's t-test. The satisfaction of the nursing consultation was higher than 90%, highlighting aspects such as the clarity of the information, the interest and the kindness of the healthcare professionals. About 94.5% of the patients showed clinical improvement after the health education and the levels of hemoglobin, ferritin and vitamin B12 increased significantly in the analytical control after the GFD.
Deeply Supervised Practical Implementation of Violence Detection from Videos for Maximizing Performance

&lt;p&gt; The purpose of violence detection is to determine whether or not a violent action has occurred. This topic grew in popularity due to the need to develop appropriate and automatic violence detection systems that investigated visual data obtained from security cameras positioned in various regions. To classify the videos into four different crime categories or non-violent, we downloaded 200 videos from multiple sources such as news channel recordings, YouTube, and online posted videos on all other social networking sites. We created four different classes, such as arrest, assault, arson, and abuse, with each class containing 50 videos. This work used pre-trained deep neural networks to provide a low-complexity strategy for detecting violence. &lt;/p&gt;
A blockchain-based transaction system with payment statistics and supervision

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DIGITALIZATION OF EDUCATION: CHALLENGES FOR TEACHERS

The rapid development of ICT requires the development of the digital competences of every person. For educational staff, digital skills become vitally important. On the way of digitalization of education, teachers face a number of new challenges. The authors outline and analyze these challenges: the transformation of the teacher’s role, the lack of live interaction, the greater workload, the increase of time spent in front of the computer monitor, and the lack of quality digital learning material, to name a few. The challenges are seen in the article as the ways to develop and further master teachers’ digital competence and ensure high-quality education.
Analisis PIECES terhadap E-Commerce Produk Daur Ulang pada Bank Sampah Jayapura

The system in the process of marketing transactions, sales and purchases of recycled products made by women is centered at the Jayapura Waste Bank. This centralized system has the effect of being less well known by the public. This system is also still weak in promotion, either through print or social media. Promotion only takes place from customers who have purchased products at this bank. In addition, there is no means of purchasing and paying online. So this research was conducted with the aim of building an online system by applying the waterfall method, data collection method, PIECES analysis method, UML design method and black box testing method. The result of this research is an online system in the form of e-Commerce Recycled Products at the Jayapura Waste Bank. These results make it easier to get reliable mobile-based marketing, sales, and purchase transaction process for recycled products. So that this system can be used as a reference in building a waste bank.
Designing a tangible augmented reality experience for cultural heritage research

The Tangible Augmented Reality Archives (TARA) is an augmented reality system developed to assist cultural heritage researchers in remotely collecting and assessing information on rare artifacts.Building on prior research, we designed TARA to address challenges faced by cultural heritage researchers, including limited access to collections, as well as the time and budget constraints associated with archival visits.In this paper, we examine the use of augmented reality to advance cultural heritage research and describe a series of design explorations that explore tangible interactions with remote cultural heritage artifacts.These include a three-dimensional cube design, a two-dimensional prop design and an object-based design.We conclude with a discussion of lessons learned from our design process and how this will impact future designs.
Probabilistic Logic Models for the Lightning Network

The Lightning Network (LN) has emerged as one of the prominent solutions to overcome the biggest limit of blockchain based on PoW: scalability. LN allows for creating a layer on top of an existing blockchain where users can send payments and micro-payments without waiting long confirmation times. One of the key features of LN is that payments can also be sent towards nodes that are not directly connected. From the routing perspective, the balance of an edge that connects two nodes is known, but the distribution between the two involved ends is unknown. Thus, the process of sending payments is based on a trial and error approach, and the routing can be considered probabilistic. Probabilistic Logic Programming (PLP) is a powerful formalism that allows the representation of complex relational domains characterized by uncertainty. In this paper, we study the problem of reasoning about the existence of a path between two nodes that can route a payment of a given size leveraging multiple models based on PLP. We adopt some recently proposed extensions of PLP and develop several models that can be adapted to represent multiple scenarios.
An Experimental Investigation of Part-Of-Speech Taggers for Vietnamese

Part-of-speech (POS) tagging plays an important role in Natural Language Processing (NLP). Its applications can be found in many NLP tasks such as named entity recognition, syntactic parsing, dependency parsing and text chunking. In the investigation conducted in this paper, we utilize the technologies of two widely-used toolkits, ClearNLP and Stanford POS Tagger, as well as develop two new POS taggers for Vietnamese, then compare them to three well-known Vietnamese taggers, namely JVnTagger, vnTagger and RDRPOSTagger. We make a systematic comparison to find out the tagger having the best performance. We also design a new feature set to measure the performance of the statistical taggers. Our new taggers built from Stanford Tagger and ClearNLP with the new feature set can outperform all other current Vietnamese taggers in term of tagging accuracy. Moreover, we also analyze the affection of some features to the performance of statistical taggers. Lastly, the experimental results also reveal that the transformation-based tagger, RDRPOSTagger, can run significantly faster than any other statistical tagger.
Human Face Aging Based on Active Appearance Model Using Proper Feature Set

Abstract In this paper, a simulation of the human face evolution from youth to old age is presented. The appearance of facial changes due to aging depends on various factors such as genetics, ethnicity, and lifestyle. However, the human faces in an age group have similar characteristics. These characteristics can be used to estimate the image of a person's face in the coming years. In this work, the goal is to maintain a person's appearance and accurately estimate the face at the target age; in such a way that the simulated face should be realistic and have the appearance of the texture characteristics of the target age. To achieve this goal, the number of feature points and their arrangement on the face is very important. First, we suggest proper feature points. Then, using the Active Appearance Model (AAM) method and the presented model, templates are obtained as representative of different age groups. To maintain the unique geometric characteristics of the input face and apply these characteristics to the target age template, the proposed feature point pattern and the MLS method have been used. Then, using the active appearance model method and having the target age template containing the geometric characteristics of the input face, the steps of changing the input face age to reach the target age are presented. Finally, the results of the survey, using two methods of age recognition and real image recognition (separately for man/woman images), show an average of 80.77% (male images) and 81.36% (female images) correct answers of the participants in this Polls.
Design placebos for the impossibility of empathy in videotelephony

This year, humans were locked in their homes with a rising need for digital communication such as videotelephony.Although videotelephony helps to reduce the physical gap, it leaves little room for the transmission of body language that is usually associated with empathy.This research is inspired by the cognitive model of empathy which can be explained as our desire to understand others' emotions and interact with them accordingly.By creating a reflective experience of imagining through the body in movement, the research looks at what interaction design's role be in working with empathy and asks: In which ways design placebos as body triggers could extend digital natives' sense of empathy during videotelephony?This paper describes this ongoing investigation from the perspective of how experiential knowledge of tangibles can be used to embody feeling and thinking in action and support the creation of the design placebos through an experiment of cultural probing.
The articles PENGARUH PENERAPAN MEDIA FLASHCARD UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN PADA KELOMPOK B DI TK DHARMAWANITA PERSATUAN SUKOREJO SIDAYU GRESIK

The main problem in this study is whether there is an effect of applying flashcard media to improve the early reading ability of group B in TK Dharma Wanita Persatuan Sukorejo Sidayu Gresik. This study uses a quantitative approach to the type of experiment. The design used in this study is the Pretest-Posttest One Group Design. In this study, the sample used was 28 children, so this study used non-parametric statistics. The data shows that the average value in the pretest and posttest 155 increased to 256 when the treatment was given. The results of the analysis of the statistical test output above, Tcount &gt; Ttable, i.e. 4.663 &gt; 2.048. So it can be concluded that Ha is accepted to support the hypothesis formulated earlier, with the acceptance of the hypothesis which shows that there is an effect on the application of flashcard media to improve the early reading ability of group B in TK Dharma Wanita Persatuan Sukorejo Sidayu Gresik.
Value-drive design approach to envision speculative futures

This paper presents a design approach that brings together speculative design, value-sensitive design, and emotion-based ethnographic method to identify value-experiences for the design of value-driven speculative futures.The paper discusses the approach in five steps; 1) emotion-based design ethnography, 2) visual mapping and value-extraction, 3) secondary research of technology and socio-cultural trends and filtering of technologies based on its interpreted value-experiences, 4) design of value-driven future scenarios, 5) materializing scenarios as discursive prototypes.We explore COVID19 pandemic as a context of research-through-design inquiry in developing this approach.
Investigating materiality for a renewed focus on data design practice

This paper attempts to question reductionist processes of data science that help sustain digital economies and proposes a new perspective for data practice through design.It follows recent discussions about the materiality of data in design and proposes a new notion of data materiality that unfolds its ethical and ecological aspects from a philosophical point of view.This is presented as an opportunity to envision how data can be enacted as data practice within a system.We provide an example that illustrates different kinds of data and data practices, and how ethical and ecological challenges can emerge in a system.We show how systemic challenges can be alleviated within this new notion of data, demonstrating why recovering data materiality is crucial for an ecological future.We finally argue that designers play a significant role in this context, producing practical examples that extend theoretical discussions on data materiality.
Experiencing mundane AI futures

Whilst popular visions of Artificial Intelligence (AI) are often presented through the lens of sentient machines, our lived experience of AI is more mundane and exemplified by so-called 'smart' products and services.Whilst this mundane reality is often presented using design approaches that make their operation appear simple and innocuous, these smart systems, and the data they use and collect, can challenge and even disrupt ordinary expectations.Our ability to manage smart technologies effectively is key to the field of Human Data Interaction (HDI), which seeks to shape systems design and empower users by implementing core principles of legibility, agency and negotiability.However, how these principles manifest in practice is yet to be fully understood.We seek to understand key challenges confronting HDI by situating smart products and services in everyday life and creating a mundane experiential future that houses AI in a caravan for evaluation with the general public.
On Classical and Hybrid Shadows of Quantum States

Classical shadows are a computationally efficient approach to storing quantum states on a classical computer for the purposes of estimating expectation values of local observables, obtained by performing repeated random measurements. In this note we offer some comments on this approach. We note that the resources needed to form classical shadows with bounded relative error depend strongly on the target state. We then comment on the advantages and limitations of using classical shadows to simulate many-body dynamics. In addition, we introduce the notion of a hybrid shadow, constructed from measurements on a part of the system instead of the entirety, which provides a framework to gain more insight into the nature of shadow states as one reduces the size of the subsystem measured, and a potential alternative to compressing quantum states.
The Effect of Smart University Characteristic on Entrepreneurial Orientation of Students: The Mediating Role of Knowledge Sharing

Smart university is a new concept in education. The characteristic and impact of this university on creating entrepreneurial oriented community has not received adequate attention in the context of developing countries. The purpose of this study is to examine the effect of smart university characteristics (course quality, staff capability, and infrastructure) on entrepreneurial orientation (EO). Knowledge sharing between industry and university is proposed as a mediator. This study is a quantitative and it collects the data using a questionnaire. The data collection took place between April 2020 to August 2020. The data was collected from 279 master of business administration (MBA) graduates and students in Iraq. The data analysis was conducted using smart partial least square (Smart PLS). The findings showed that the effect of smart university characteristics are significant. In addition, knowledge sharing mediated the effect of the characteristics, except infrastructure, on EO. More attention has to be paid to the employment of skilful staff and to focus on the relationship between university and industry.