Reviewerly/exHarmony huggingface dataset:
FPGA-Based Image Denoising Using Adaptive Vector Directional Distance Filter: Performance Analysis and Comparison

Abstract Image processing is essential in a wide range of applications, like medical imaging and remote sensing, where precise visual scene interpretation is critical. However, noise is typically introduced during the process of creating, editing, transmitting, and storing color images, diminishing their visual quality and the efficacy of later image processing operations. Digital image processing relies heavily on noise reduction, also known as denoising, which seeks to get rid of unwanted noise without altering the quality of the image's essential details. In this research, we show how to use a hardware/software codesign strategy to efficiently construct the Adaptive Vector Directional Distance Filter (AVDDF) on a Field-Programmable Gate Array (FPGA). To streamline the development process, we use a high-level synthesis (HLS) pipeline with the Xilinx Vivado HLS tool. The software module is written in C/C++ and runs on a high-performance Reduced Instruction Set Computer (RISC). Comparisons are done with well-established denoising techniques like the Vector Directional Distance Filter (VDDF) and the Vector Directional Filter (VDF) to evaluate the effectiveness of the AVDDF technique. For performance comparisons, evaluation criteria such as the Structural Similarity Index (SSIM), Peak Signal-to-Noise Ratio (PSNR), and Mean Squared Error (MSE) are used. In addition, the performance of the FPGA is measured in terms of its Look-Up Tables (LUTs), Flip-Flops (FFs), BRAM_18K (Block RAMs), and DSP48E (Digital Signal Processing Blocks) using Verilog. The area, power, and delay performance of the suggested ASIC implementation is evaluated as well. The findings of this study prove that the AVDDF denoising method is effective in enhancing image quality while keeping crucial image properties unchanged.
Digital Transformation to Support Sustainable Literacy Development: UAE Storytime

This case study explores the transformative effects of emergent digital technologies, particularly augmented reality (AR), on literacy engagement and reading for pleasure. The United Arab Emirates Ministry of Education implemented the UAE Storytime programme, utilising AR to create an interactive literacy experience for young learners. The programme incorporated bilingual episodes, featuring stories based on local and global contexts, with 3D objects and interactive games to enhance understanding. The results indicate a positive correlation between the use of AR and literacy engagement. A high proportion of learners scanned the QR codes to access the AR objects, which enhanced their engagement and understanding of the stories. The programme fostered a learner agency, engaged family members in the learning process, and established a sense of global community. The study recommends the integration of similar initiatives into the curriculum to promote collaboration, creativity, and holistic learning experiences.
Rancang Bangun Kunci Pintu Perpustakaan Otomatis Menggunakan Algoritma Histogram of oriented gradients Berbasis Mini-PC

Facial recognition has been a long-standing problem in computer vision. Recently, Histograms of Oriented Gradients (HOGs) have been shown to be effective descriptors for object recognition in general and face recognition in particular. In this study, HOGs are used as an algorithm to achieve facial recognition, which aims to recognize the faces of registered students when visiting the library without the need to fill in the attendance list in the visitor book and open the door and lock the door automatically.
Pintu Seribu Mosque Seen from Historical and Scientific Elements of the Concept of Lighting and Temperature

This research aims to evaluate the aspects of lighting and room temperature in the Thousand Gate Mosque, Banten, with a focus on its historical and scientific value. Using a descriptive method, room temperature and natural lighting, which affect the comfort of mosque users, were measured and monitored. The results revealed that the lighting and room temperature in the mosque do not meet the comfort standards set in Indonesia. As a solution, additional lighting such as lamps, air conditioning, or fans are needed to optimize the room temperature. Furthermore, through interviews and observations, it was found that the Thousand Gate Mosque holds historical significance, still recognized by the local community as a place of worship and a historical symbol due to its architecture. In conclusion, improving the evaluation of lighting and room temperature is necessary to enhance the comfort for mosque users. Additionally, promoting the mosque as a historical and educational destination is crucial to appreciate and utilize its historical value to the fullest. Thus, these efforts can preserve the authenticity of the mosque and provide greater benefits to the community and visitors
A Comprehensive Study on the Integration of Virtual Reality Technology in School

Virtual Reality (VR) technology in education has the potential to revolutionize the Indian school education system. This research study investigates the present state of VR adoption, perceived benefits, concerns, and future expectations among both students and educators. The survey-based approach collected responses from 45,000 students and 2,000 educators across a diverse range of schools in India. The findings highlight a mixed current landscape with significant room for expansion in VR utilization. Both students and educators express optimism regarding the benefits of VR, recognizing its capacity to enhance engagement, comprehension, and motivation in the learning process. However, challenges, including budget constraints, the need for training and support, and concerns about student safety, must be addressed to effectively integrate VR into education. Expectations for the future emphasize inclusivity, accessibility, and customized learning experiences. The research underscores the transformative potential of VR in Indian education while emphasizing the necessity of addressing practical challenges for its successful implementation.
Migration of Data from RDBMS to NOSQL and Possibility of Implementing a Single Query Language for NOSQL Databases

Abstract: The migration of data from RDBMS to NoSQL database systems gains increasing popularity nowadays. This research assesses the possibility of implementing an application that would function with all NoSQL databases. Furthermore, it dives into the ways of developing a Single Query Language for all NoSQL databases. Findings suggest that the potential for specialized frameworks within such a language would simplify the usage of this language by programmers. Research also suggests that the language could be bolstered by collaborative efforts between database corporations and beta testing of the language to set a pathway towards achieving this unified language. This literature signifies how important it is to consider user feedback to achieve the expected result. As we can see from previous methods explored, UnQL ceased its existence.
Students’ self-views, feedback source and feedback preference

The article reports the results of study where four groups of students: architecture &amp;amp; design student and linguistic students with either positive or negative self-views of their spatial abilities received feedback on these abilities from another student or a professor, depending on the condition.
PEMBELAJARAN BAHASA INDONESIA TINGKAT DASAR DENGAN  PERMAINAN CATURJANTRA

Abstrak Penelitian kualitatif ini mengulas beberapa literatur dan memberi masukan ide metode/ teknik mengajar yang berhubungan dengan metode pembelajaran bahasa dengan memanfaatkan permainan dalam kelas. Dengan metode studi pustaka, dapat makin dipahami bahwa pembelajaran bahasa perlu menerapkan fungsi komunikatif dan kooperatif, tetapi juga memerlukan suasana yang menantang dan menyenangkan, disesuaikan dengan karakteristik belajar siswa. Salah satu cara yang dapat digunakan adalah dengan penerapan permainan Catur Jantra, dengan langkah: 1) stimulasi, 2) eksplorasi, 3) pemahaman struktur, 4) Catur Jantra, 5) evaluasi dan refleksi. Permainan ini masih terbuka untuk dimodifikasi sesuai dengan materi dan karakter belajar siswa, yaitu sebagai salah satu cara menerapkan differentiation strategy dalam kelas. Hal ini membawa beberapa implikasi teoretis dan praktis dalam pelaksanaannya demi pembelajaran yang efektif. Disarankan bahwa guru menerapkan metode permainan ini untuk memfasilitasi siswa, baik bagi penutur asli maupun asing, dalam usaha mereka untuk dapat lancar berbahasa Indonesia. Kata kunci: pembelajaran Bahasa Indonesia, permainan Catur Jantra, komunikatif, active learning. Abstract This qualitative research discussed some literatures and gives suggestions of teaching ideas and methods for language learning using games in the classroom. With literature study methods, it could be deeper understood that language learning needs communicative and cooperativeapproach, without leaving a challenging and fun atmosphere and better if the learrning is adjusted according to students characteristics. One of the ways is through the use of ‘Catur Jantra’ game with these steps: 1) stimulation, 2) exploration, 3) structure learning, 4) ‘Catur Jantra’, 5) evaluation and reflection. This game is still open for modification appropriate to learning topics and  students’ need as one of the ways to apply the differentiation strategy in the class. This idea brought some theoretical and practical implications for effective learning. It is suggested teachers apply this game method to facilitate the students, for native speakers learners as well as to foreign/ second  language learners, in attempts of their fluency in Indonesian language learning. Keywords: Indonesian language learning, Catur Jantra game, communicative, active learning.
HOW TO INTRODUCE COMPUTERIZED FACTUAL MATERIALS INFORMATION: A SMALL COUNTRY POINT OF VIEW

This presentation provides descriptions of the background, goals, strategies, and results of the pre-study along with an analysis of the desirable near future developments in Finland
Review of Botha (1981): The Conduct of Linguistic Inquiry. A Systematic Introduction to the Methodology of Generative Grammar

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A Modal Logic of Supervenience

Supervenience is an important philosophical concept. In this paper, inspired by the supervenience-determined consequence relation and the semantics of agreement operator, we introduce a modal logic of supervenience, which has a dyadic operator of supervenience as a sole modality. The semantics of supervenience modality is very natural to correspond to the supervenience-determined consequence relation, in a quite similar way that the strict implication corresponds to the inference-determined consequence relation. We show that this new logic is more expressive than the modal logic of agreement, by proposing a notion of bisimulation for the latter logic. We provide a sound proof system for our new logic. We also lift on to more general logics of supervenience. Related to this, we compare propositional logic of determinacy and non-contingency in expressive powers, and give axiomatizations of propositional logic of determinacy over various classes of frames, thereby resolving an open research direction listed in~\cite[Sec.~8.2]{Gorankoetal:2016}. As a corollary, we also present an alternative axiomatization for propositional logic of determinacy over universal models. We conclude with a lot of future work.
Bespreking van Krol (1971): APPI, Automatic Poetry by Pointed Information

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Critique de Botha (1971): Methodological Aspects of Transformational Generative Phonology

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Review of WELLENS, DE BOT &amp; VAN ELS (1986): Language Attrition in Progress

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Trying to Increase the Mature Use of Agile Practices by Group Development Psychology Training - An Experiment

There has been some evidence that agility is connected to the group maturity of software development teams. This study aims at conducting group development psychology training with student teams, participating in a project course at university, and compare their group effectiveness score to their agility usage over time in a longitudinal design. Seven XP student teams were measured twice (43+40), which means 83 data points divided into two groups (an experimental group and one control group). The results showed that the agility measurement was not possible to increase by giving a 1.5-hour of group psychology lecture and discussion over a two-month period. The non-significant result was probably due to the fact that 1.5 hours of training were not enough to change the work methods of these student teams, or, a causal relationship does not exist between the two concepts. A third option could be that the experiential setting of real teams, even at a university, has many more variables not taken into account in this experiment that affect the two concepts. We therefore have no conclusions to draw based on the expected effects. However, we believe these concepts have to be connected since agile software development is based on teamwork to a large extent, but there are probably many more confounding or mediating factors.
Engagement Overload: Using Augmented Reality to Promote Student Interest in Computing

Dr. Chastine has both academic and industry experience in mobile and interactive system development.He served as Chief Software Architect at a Manhattan-based mobile media development company developing augmented reality systems.He has also designed and implemented numerous mixed-reality systems for a variety of platforms and clients, including the British pop phenomenon, Duran Duran, and is currently developing augmented reality games for mobile platforms.Academically, he is an active researcher with several ACM and IEEE publications in virtual and augmented reality and has recently published a book chapter in the Handbook for Augmented Reality (Springer).As a graduate student in the Graphics, Visualization, and Usability (GVU) Center at the Georgia Institute of Technology, he contributed to early research in the nascent field of self-harmonizing karaoke software.
A Strolling Trip Support System Prompting Travellers’ Photography

This paper introduces a smartphone-based strolling support system that encourages photography during a stroll in a city. The system determines high-frequency photography areas based on the positional information of pictures shared on the Web. When a user enters one of the determined areas, the system notifies the user by vibrating the smartphone. The system only displays the relative location of the area on the screen and it provides no detailed information such as maps and routes. This feature is designed to enhance users’ awareness of the surrounding environment. In user studies, eight participants examined their use while walking around the city. The user studies suggest that the information provided by the system attracts users’ attention to surrounding environments and increases the amount of photography during their walk, especially for the users who do not take many pictures.
Utilizing Pen-Based Wireless Devices in Physics Classrooms

Abstract Utilizing pen-based wireless devices in physics classroomsIntroductory physics for undergraduates often involve traditional laboratory experiments,where the students are required to follow a set of guidelines from a manual, and work withreal-world models in a contained classroom. As a result, students who take these classes as arequirement fail to realize the practical applications of physics, and consequently fail to retainmuch of the basic concepts.Wireless technology has been introduced at Rose-Hulman Institute of Technology for severalyears now, and introductory physics classes often use the pen-based wireless tablets to gatherexperimental data anywhere around the campus. With this technology, students can ignore theclassroom and laboratory boundaries, and try the physics theories in a real-world setting. Afew examples are given in the following paragraphs.The concept of centripetal acceleration is often not understood properly, and students oftenconfuse the pseudo centrifugal force as being an actual reality force from their experience inautomobiles. In the Physics I class, the students use an accelerometer and run around thegymnasium track at a constant pace to monitor the centripetal acceleration. They collect thedata, and then load the data on individual wireless tablets to analyze them on the spot.Students have been found to get excited with the confirmation of experimental data with thetheory. They have a better understanding of inertia, and why that fact may lead them to,erroneously, believe in the existence of centrifugal force.Another example is based on the polarization concept of Malus Law. Students take thepolarized light data outside of the building, and verify the cosine square dependence on thepolarization angle. Again, a few simple gadgets such as a polarizer, a sensor, and a tablet PCare all that are needed for this experiment.The advantage of the wireless technology is immense. On top of that, a special softwarepackage called DyKnow has been used in a number of physics classes where the students canannotate the professor’s notes, without spending valuable class time copying them. Insteadthat get to concentrate effectively on the material taught, and ask questions, anonymously ifthey so choose. The prospects of the weaker students participating in class discussionsbecome promising. Paperless quiz is also an attractive feature with this software.All in all, wireless technology to realize the real-world applications of physics principles, andasking questions without inhibitions have made many non-physics major students to enjoyintroductory physics. In the presentation several new methodologies along these lines will bediscussed and several new ideas for future implementation will be mentioned. Assessmentresults via pre-and post-concept inventory tests between classes who do and do not use thesemethodologies will also be discussed.
Dynamic Scheduling and Workforce Assignment in Open Source Software Development

A novel modeling framework is proposed for dynamic scheduling of projects and workforce assignment in open source software development (OSSD). The goal is to help project managers in OSSD distribute workforce to multiple projects to achieve high efficiency in software development (e.g. high workforce utilization and short development time) while ensuring the quality of deliverables (e.g. code modularity and software security). The proposed framework consists of two models: 1) a system dynamic model coupled with a meta-heuristic to obtain an optimal schedule of software development projects considering their attributes (e.g. priority, effort, duration) and 2) an agent based model to represent the development community as a social network, where development managers form an optimal team for each project and balance the workload among multiple scheduled projects based on the optimal schedule obtained from the system dynamic model. To illustrate the proposed framework, a software enhancement request process in Kuali foundation is used as a case study. Survey data collected from the Kuali development managers, project managers and actual historical enhancement requests have been used to construct the proposed models. Extensive experiments are conducted to demonstrate the impact of varying parameters on the considered efficiency and quality.
Building Interactive Tutorials Using Visual Basic

In this computer information age, computers in education play a major role in effective learning.This paper presents the development and the aspects of a graphical, user interactive, Visual Basic tutorial, to learn VHDL via computers.VHDL, a hardware description language for Very High Speed Integrated Circuits (VHSIC), is used to model digital systems.The digital system can be a simple logic gate or a complicated electronic system.VHDL is an IEEE, as well as an ANSI standard for describing digital designs.The learning of VHDL can be made more effective by means of an interactive tutorial.Visual Basic (VB), the vehicle to the exciting world of Internet and World Wide Web programming, is used for this purpose.Being a powerful programming language, VB helps students visualize complicated circuits and concepts of VHDL.VB is used to design the graphical user interface and MS Access is used to store the questions and answers the students may need for their practice.
Visualizing Pedagogical Circuits

Visualization techniques are integrated with a circuit simulator and applied to pedagogical circuits to communicate circuit behavior in an intuitive way.Several representations of voltage and current are used to convey behavioral aspects of circuit operation.The result is an interactive computer program-CktViz-intended to lower the cognitive barrier to comprehension of circuit operation by graphically representing voltage and current relationships.A small scale educational assessment has been performed using students taking an introductory circuits course as subjects.The results show that CktViz has a positive and significant effect on students' qualitative understanding of circuit behavior. MotivationA major challenge in teaching circuit theory is that many of the students have no intuitive understanding of the behavior of electrical circuits.While they have actual, hands-on experience with, for example, the mechanical properties of materials, their experience with electricity is often limited to switching lights and other equipment on and off.Traditional instruction in introductory circuit theory centers on circuit diagrams with a few defined electrical quantities (voltage and current) identified on the circuit.Even the simplest of circuits contains a wealth of information that goes unseen by the student.Only a few of the values in a circuit are ever calculated in class or homework.The focus of attention is directed to one element or value at a time.Information about other values is often neither shown or seen.The limited visibility of the circuit voltages and currents seems natural to the electrical engineer because instrumentation-voltmeters, ohmmeters, oscilloscopes-typically show only one value at a time.Moreover, hand-calculated results describing the state of the system from quantitative analysis methods (i.e.finding voltages and currents from equations) are necessarily obtained away from the circuit.In this process, the circuit is abstracted to a set of equations and numbers.Although they contain the same relationships as the original circuit, the correspondence between the circuit and equations is obscure.While these analysis skills are important, design, which is receiving greater emphasis in engineering education, requires a qualitative understanding of circuit behavior.The traditional teaching process conveys very little about the qualitative behavior of the circuit, or qualitative relations among the circuit values.Although the diagrams are visual, the solution process is well suited to the verbal and intuitive learning styles, and poorly suited for visual and physical learners.No wonder many students leave basic circuit theory courses with a poor grasp of Page 3.627.