Reviewerly/exHarmony huggingface dataset:
Spatial-Frequency domain nonlocal total variation for image denoising

<p style='text-indent:20px;'>Following the pioneering works of Rudin, Osher and Fatemi on total variation (TV) and of Buades, Coll and Morel on non-local means (NL-means), the last decade has seen a large number of denoising methods mixing these two approaches, starting with the nonlocal total variation (NLTV) model. The present article proposes an analysis of the NLTV model for image denoising as well as a number of improvements, the most important of which being to apply the denoising both in the space domain and in the Fourier domain, in order to exploit the complementarity of the representation of image data. A local version obtained by a regionwise implementation followed by an aggregation process, called Local Spatial-Frequency NLTV (L-SFNLTV) model, is finally proposed as a new reference algorithm for image denoising among the family of approaches mixing TV and NL operators. The experiments show the great performance of L-SFNLTV in terms of image quality and of computational speed, comparing with other recently proposed NLTV-related methods.
Development of the MARPEX App Embedding the Mobile Augmented Reality Factors for Learning Motivation in Science Experiments

Mobile Augmented Reality (MAR) has grown exponentially over the last four decades from imagination to real physical experience, especially in education. Previously, experts have completed the concepts of effectiveness, usability, acceptance and understanding in designing MAR applications to introduce and expose technological advances. However, most of these applications are addressed extensively for classroom science learning, while science experiments receive little attention. Students have to go through difficulties in understanding the phenomena of science and consequently become dissatisfied with their grasp on basic knowledge and eventually cannot pursue higher education or career related to science. This paper presents the development of Mobile Augmented Reality for Physics (MARPEX) application for high school students. The purpose of this application is to enhance the learning motivation in science experiments through the content of modern science. It aims to provide an individual learning experience for each student in science experiments. The MARPEX app design has gone through several phases of filtering and evaluation based on the specified objectives. This application needs to maintain the factors necessary to achieve this goal. This app has been designed and developed specifically for science (physics) experiments on the topic of electromagnetism. The application encrypts several experimental instances with the addition of good visualization to understand this phenomenon and has real-life experimental experience&lt;strong&gt;.&lt;/strong&gt;
Building Empathy: Exploring Digital Native Characteristic to Create Learning Instruction for Learning Computer Graphic Design

Technology leading to massive changes, include the way of learning. As the digital natives, students have different ways of learning, especially in courses that use technological devices, such as computers graphic design. Exploring information by building empathy from a student's perspective, can give more authentic information and find opportunities for designing better learning instructional that more needed-based. The purpose of this study is to explore student’s characteristics, and find criteria of learning instructional that needed-based and future-orientated. This is qualitative research, using case-study through interviews, focus group discussion, and an instrument of empathy map, with qualitative descriptive analysis techniques. The study showed that students have no difficulty in accessing and using complex technology, this is in accordance with their characteristics as digital native. Students not only need to develop computer graphics capabilities technically, but also need to develop ability operating software in design practice. This is where other study skills related as designer and creating learning environment that suits for students are needed. Empathy framework bring positive impact to find new learning objectives and creating learning instruction. This finding suggests following future research on instructional learning that stimulate student’s ability that concentrate on designer's skills in their future.
IMPROVING STUDENTS’ SPEAKING SKILLS THROUGH THE USE OF VIDEO-BASED SCIENTIFIC APPROACH

The objective of this classroom action research (CAR) was to improve the students’ speaking skills through video based scientific approach at class XI MIPA 1 SMAN 9 Mataram in the Academic Year of 2019/2020. The CAR was conducted in two cycles. Each cycle consisted of three meetings. The steps were reconnaissance, planning, action and observation, and reflection. The researcher worked collaboratively with the English teacher and the students. The data collected were in the forms of qualitative. The qualitative data were gained through observing, interviewing the English teacher and students, and taking photographs. The data were in the forms of vignettes, interview transcripts, and photographs. In addition, this research implemented five criteria of validity namely democratic validity, dialogic validity, outcome validity, process validity, and catalytic validity. To get the trustworthiness, the researcher used some triangulation principles such as time triangulation and investigator triangulation. The results of this research showed that using videos based on scientific approach in the teaching and learning of speaking was proved to improve the students’ speaking skills in five aspects: vocabulary, pronunciation, grammar, fluency, and comprehension. The students were more enthusiastic in learning speaking. They could actively involve in the speaking learning process. Moreover, the students were more confident and fluent in speaking practices.
The role of multidisciplinarity in developing teachers’ professional digital competence

In this article, we describe how multidisciplinary activities in a teacher education programme fostered the development of student teachers’ professional digital competence. Based on naturally occurring and interview data, the authors present three distinct periods of Norwegian teachers’ education with a focus on developing professional digital competence required by national and local regulations; we then present the OsloMet teacher education programme multidisciplinary activities that take place during these three periods. We discuss how various implementation approaches support student teachers´ professional digital competence (PDC) in particular teaching of, with and about technology. The authors conclude that locally implemented material structures are crucial to implementing student teachers’ professional digital competence and arranging for emerging transdisciplinary activities. As such, student teachers’ PDC can be described as a well-orchestrated system of multi-, inter- or transdisciplinary activities that develop student teachers’ competencies in teaching of, with and about technology.
Pengembangan Media Pembelajaran Digital Berbasis Augmented Reality Pada Topik Klasifikasi Hewan Berdasarkan Habitatnya

Augmented Reality as one of the developing fields in the Industrial Age 4.0 has been widely used in various fields. Augmented Reality (AR) can be used to deliver the information that may be very difficult to do directly in the real world. Many fields use augmented reality based media to deliver the information to their target users. Augmented Reality has been developed to help the learning process become more fun and interactive. The learning process aims to provide experience and share information and knowledge in an interesting and meaningful way for students. The process that was previously impossible for students can be helped by using augmented reality-based learning media. One of them is in learning science in elementary schools on the topic of animal recognition based on their habitat. Through this digital learning media based on augmented reality, students can see how the physical shape of the animals in question is 3D by using an Android device. Augmented Reality-based digital learning media created using Unity 3D and Vuforia. This application is capable of displaying 3D models also able to present a video explanation of the 3D model. In this project virtual buttons are also applied so that users are more challenged in using it.
Strategies for Developing Universal Skills for the VUCA World

Over the past ten years, there has been a lot of talk about the importance of digital skills in the world of the future, about the ability to learn throughout life as the main quality of an employee, about how employers are increasingly beginning to appreciate the “soft” skills of employees. But few could have imagined that the future would literally come right now. Due to the introduction of quarantine in many countries around the world and the economic crisis, organizations are forced to transform in the shortest possible time, including reorganizing to remote work and mastering new digital tools for this. Even the usually conservative spheres of healthcare and education are urgently adopting telemedicine and distance learning. The success of the ongoing transformations is only partially dependent on technical readiness and digital skills. It is much more related to the extent to which managers and employees are ready to develop and make non-standard decisions, maintain communication, adapt work processes, and set priorities. The main idea is that the breakthrough development of digital technologies will not lead to digitalization of the entire economy. On the contrary, special human qualities will acquire additional value, since they cannot be automated. Another premise in favor of the gradual increase in the importance of a certain spectrum of human skills is the special conditions of the modern economy. It is very demanding on both business and society and an individual, even if we exclude the factors of crisis or force majeure. High expectations of individual performance and company results have become the new norm, and the rapid pace of change makes it impossible to predict what knowledge, skills and tools will be useful even in the foreseeable future.
Game Portal Virtual Tugu Pahlawan Dengan Mobile Device Menggunakan Augmented Reality

The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.
Numerical Solution of Intuitionistic Fuzzy Differential Equations by Runge–Kutta Verner Method

In this paper we present a numerical algorithm for solving intuitionistic fuzzy differential equations. We discuss in detail a numerical method based on a Runge–Kutta Verner method. Finally, numerical example is presented to illustrate this method and compared with the numerical methods in [9, 12]. It is observed that the Runge–Kutta Verner method yield more accurate results than the existing methods.
Diffusion of Innovation Theory: An Effective Approach to Accelerate Adoption of Information and Communication Technology in Twenty-First Century Knowledge Society

Various theoretical frameworks have been postulated to investigate the adoption of Information and Communication Technology (ICT) in the twenty-first-century knowledge society.This study examined one of such theories namely the Diffusion of Innovation Theory approach in the adoption of ICT in the twenty-first-century knowledge society The DoI theory describes the pattern of adoption, explains the mechanism and assist in predicting the success of a new technology (Rogers,1999).The theory has been used as a theoretical basis for information and communication technology adoption and utilization research.The theory sees innovations as being communicated through certain channels over time and within a particular social system.It further portends that individuals possess varying degrees of willingness to adopt innovations.Thus, it generally observed that the portion of the population adopting innovation is approximately normally distributed over time in any social system like the twenty-first-century knowledge society.For any innovation to be adopted, the knowledge of such innovation is required by members of the social system.Knowledge is information and educational skills acquired through experience; information acceptable to individuals that could be put to use for profit or add value to the individuals.It can thus be said that information not accessible to people and profitable to the individual cannot be classified as knowledge.Meadows, D (1972), asserts that knowledge cannot exist in a void, people or groups of individuals must exit and interact with available information for knowledge to exist and be useful.Thus, society is crucial for knowledge to thrive.A society is the aggregate of people living together in a more or less ordered community.They share cultural beliefs and ideologies in common.Therefore, what is a knowledge society?According to UNESCO, (2005) knowledge societies are about capabilities to identify, produce, process, transform, disseminate and use the information to build and apply knowledge for human development.Knowledge societies are nurtured by diversities and capacities.Certainly, every society has its knowledge assets.This knowledge asset must be disseminated to the members of the social system for profitable use.To disseminate the knowledge effectively and efficiently, the adoption of ICT in the twenty-first century is not negotiable.
E-Module Development using Kvisoft Flipbook Maker through the Problem Based Learning Model to Increase Learning Motivation

This study aims to develop e-modules through the Problem Based Learning (PBL) model. The type of this research was development research with the ADDIE model. The trial subjects were students of SMAN 1 Seberida. The research instruments were observation, interview, media expert validation questionnaire, material expert, biology teacher validation, student and student response questionnaire. Qualitative data analysis techniques in the form of qualitative descriptive observations and interviews and presented at the analysis stage, suggestions from media expert validators, materials, biology teachers, student and student responses were carried out descriptively and qualitatively and presented in the development stage. While the score of the biology teacher validation questionnaire was carried out using Descriptive statistics by presenting data through tables. The validation results of media experts, material experts and biology teachers on the e-module were 3.63, 3.62 and 3.71, respectively with valid category. The results of student and student response analysis obtained an average score of 89.98 and 87.7 which are categorized as very practical. Based on these results, it can be concluded that the electronic module with the Kvisoft flipbook maker is suitable for use as learning material and can be tested in direct learning.
Individual differences in strategy use and performance during fault diagnosis

Abstract Background Research on causal reasoning often uses group-level data analyses that downplay individual differences and simple reasoning problems that are unrepresentative of everyday reasoning. In three empirical studies, we used an individual differences approach to investigate the cognitive processes people used in fault diagnosis, which is a complex diagnostic reasoning task. After first showing how high-level fault diagnosis strategies can be composed of simpler causal inferences, we discussed how two of these strategies—elimination and inference to the best explanation (IBE)—allow normative performance, which minimizes the number of diagnostic tests, whereas backtracking strategies are less efficient. We then investigated whether the use of normative strategies was infrequent and associated with greater fluid intelligence and positive thinking dispositions and whether normative strategies used slow, analytic processing while non-normative strategies used fast, heuristic processing. Results Across three studies and 279 participants, uses of elimination and IBE were infrequent, and most participants used inefficient backtracking strategies. Fluid intelligence positively predicted elimination and IBE use but not backtracking use. Positive thinking dispositions predicted avoidance of backtracking. After classifying participants into groups that consistently used elimination, IBE, and backtracking, we found that participants who used elimination and IBE made fewer, but slower, diagnostic tests compared to backtracking users. Conclusions Participants’ fault diagnosis performance showed wide individual differences. Use of normative strategies was predicted by greater fluid intelligence and more open-minded and engaged thinking dispositions. Elimination and IBE users made the slow, efficient responses typical of analytic processing. Backtracking users made the fast, inefficient responses suggestive of heuristic processing.
Deep Learning Bot for League of Legends

In this paper, we take the first step towards building comprehensive bots capable of playing a simplified version of League of Legends, a popular 5v5 online multiplayer game. We implement two different agents, one using Reinforcement Learning and the other via Supervised Long Short Term Memory Network. League of Legends provides a partially observable game environment with an action space much larger than games like Chess or Go. Source code and demonstrations can be found at https://github.com/csci-599-applied-ml-for-games/league-of-legends-bot.
Fast wavelet decomposition of linear operators through product-convolution expansions

Abstract Wavelet decompositions of integral operators have proven their efficiency in reducing computing times for many problems, ranging from the simulation of waves or fluids to the resolution of inverse problems in imaging. Unfortunately, computing the decomposition is itself a hard problem which is oftentimes out of reach for large-scale problems. The objective of this work is to design fast decomposition algorithms based on another representation called product-convolution expansion. This decomposition can be evaluated efficiently, assuming that a few impulse responses of the operator are available, but it is usually less efficient than the wavelet decomposition when incorporated in iterative methods. The proposed decomposition algorithms, run in quasi-linear time and we provide some numerical experiments to assess its performance for an imaging problem involving space-varying blurs.
Performance Diagnosis and Optimization for Hyperledger Fabric

Hyperledger Fabric is a permissioned blockchain platform which can solve the trustless problems among enterprises. However, the limited transaction throughput prevents the further use of Fabric platform. The performance of Fabric network depends on many factors, such as network parameters, node numbers and hardware limitations. In order to improve the performance of runtime Fabric network, this paper proposed a solution for performance diagnosis and optimization. We conduct lots of performance testing and collect the analysis rules of performance bottleneck. For runtime network, we monitor the performance data, node resources and network parameters in real time. Then we diagnose the performance health and analyze the reasons which cause the bottleneck. Finally, we dynamically tune the network parameters to adapt the network environment. Besides, we provide some suggestions for network maintainer to improve the performance.
Structural Interpretation of Lineament from Nlonako Area and Surroundings: Contribution to Pan-African Tectonic Reconstruction

The Nlonako anorogenic complex (NAC) is located in the south western part of the Cameroon Line and is superposed on the N50E section of the central Cameroon shear zone. It is suggested to be a ring complex of 10 km diameter which was emplaced as sill intrusive body during the Tertiary. In order to do characterize the Nlonako complex shape and characterize the tectonic history in the study area and surrounding, spatial technology (Landsat 8 ETM+ and SRTM images) were used for geological mapping and structural reconstruction based on lineament analysis.&#x0D; Data extracted from Landsat 8 ETM and SRTM images show a sub-circular shape for the NAC and the superposition of field and petrographic data from our previous research works confirm the fact that the NAC is a ring or annular complex slightly elongated NNE-SSW, thus it is known as the Nlonako ring complex (NRC). Map of lineament synthesis and the SRTM image of the study area display NE-SW, NW-SE and N-S trend structures. (1) The dominant NE-SW trend mostly displayed by the NRC and its basement rock is parallel to (i) the main metamorphic foliation trend and (ii) to the central Cameroon shear zone regional fault, corresponds to the trending of the regional foliation, structures and the Ngondo pluton elongated shape. (2) The secondary N-S direction may correspond to the late deformational phase in the area because, the N-S-related structures transposing NE-SW structures towards a meridional direction in the NRC basement rock. (3) The NW-SE trend corresponds to the direction of NW-SE fault cross cutting the NRC.&#x0D; Field data and synthetic lineament map enable to identify: (1) a Compressive deformational phase D1 whose main markers are NNW-SSE to NW-SE S1 foliation; (2) an early left-lateral deformational phase D2 characterized by anticlockwise rotation of clasts and NE-SW sinistral transposition of early structures; (3) a NE-SW right-lateral deformational phase D3 marked by clockwise rotation and dextral transposition of preexisting structures as well as the NE-SW S3 foliation and (4) a late left-lateral deformational phase D4 marked by the N-S transposition of NE-SW dextral D3-related structures by late sinistral shear movement. This suggests a more complex tectonic history for the Pan-African Belt in Cameroon showing at least three shear phases, that is a right-lateral phase, sandwich by two left-lateral phases.&#x0D;
Analysis of Political Sentiment From Twitter Data

A new method of approaching sentiment classification is proposed where the likelihood of word embeddings to produce useful information from limited Twitter data is studied.The novelty of this work is in determining how short corpuses (taken from Twitter data) are polarized to multiple axes with respect to a subject, as opposed to using a single positive-negative sentiment axis to classify the text with respect to a subject.The unique methodology of this model focuses on deconstructing a short corpus (microblogging entry from Twitter) into key tokens, identifying the correct axis of the sentiment (the polarization axis) using cosine similarity, and then using this axis to generate polarization values to classify each selection of text into fine-tuned axis values.Results of this study show that a single axis may not be enough to express a sentiment.Various axes will have to be combined for better results.Results were measured in terms of classification accuracy, classification bias, and an axis score.