Reviewerly/exHarmony huggingface dataset:
Whiteboard Animation for Android Design Using Think Talk Write Model to Improve the Post Graduates Students’ Concepts Understanding

As the development of Science and Technology also influence the development of learning media. Media learning is one of the determinants of student learning success. Utilization of android technology so far is not only used as a means of communication, or just entertainment but now can be developed for learning media. This research aims to develop whiteboard animationwith Think Talk Write model to improve understanding of post graduates students concept about Educational Policy Courses. The research method used is Research and Development and the type of research used isADDIE. (1) Analyze, student needs analysis shows students need learning media. (2) Design, the products produced in this study media whiteboard animation. (3) Development, media developed then validated by 84% media experts, 82% material experts, and 85% design learning experts so it is said to be valid. (4) Implementation, post graduates student responses achievement rate 89% are in the practical category. (5) Evaluation, the data in this study consists of preliminary data in the form of values obtained through pretest and final data in the form of values obtained through posttest. The result of the second posttest of the class is tested equality of two averages (right-t test) obtained α = 0.05 obtained t_table = 1.669 and t_count = 3.251 because Since t_count>t_table then H0 rejected and H1accepted, so it can be concluded learning using whiteboard animationwith Think Talk Write model to improve concept understanding is said to be valid, practical, and effective than the conventional learning model.
SyntaxFest 2019 Invited talk - Transferring NLP models across languages and domains

How can we build Natural Language Processing models for new domains and new languages?In this talk I will survey some recent advances to address this ubiquitous challenge, from crosslingual transfer to learning models under distant supervision from disparate sources, multitasklearning and data selection.
Political Sentiment Analysis on Indian Perspective Using Twitter Data

This paper aims to analyse the opinion of Indian people on the bases of tweets about the supreme leaders of party 1 (present government of Indian) and president of the second-largest party or leader of the opposition party is party 2. Researchers used Twitter API using R to get the tweets. R is a language used for data analysis, data mining, sentiment analysis, and opinion mining. In this paper corpus-based and dictionary-based methods were used to explore the tweets. This paper tried to show the sentiments of Twitter users towards leader of party 1 and leader of party 2 individually and classified the same as positive, negative and neutral.
Method of projects in contemporary primary school

The relevance of the study is determined by the circumstances that method of projects began to be actively introduced into Russian primary education of the twenty-first century, as evidenced by publications in professional scientific and methodological sources, in particular, in the journal “Elementary School”. However, the understanding of method continues, especially given the fact that in the Soviet school method was criticized and rejected. We associate the change in attitudes towards the method of projects in the pedagogical environment mainly with convergent and activity approaches to the use of methods in the system of national education, with the focus of contemporary methods on the child’s personality development. We reveal the essence of method and give classification of projects. We show how in project activities under the guidance of a teacher and younger students themselves acquire new knowledge and use already existing ideas about various phenomena of the surrounding world. We also show how project participants im-prove their communication (group work) and research (finding truth) skills, develop creative thinking, master the skills to learn and techniques of organizing their own activities, which is es-pecially important in contemporary conditions and that Federal State Educational Standard of Primary General Education and the Federal State Educational Standards of Higher Education require. We identify factors that hinder the effective implementation of project method. The use of the project method in education and upbringing is one of the important components of modern teacher’s professional competence. In this regard, we reveal the importance of mastering the method by future primary school teachers.
La dignità umana, inesauribile fonte di suggestioni per il costituzionalismo

The concept of human dignity is nowadays challenged by new problems and questions stemming from the bioethical debate. After the formal inclusion of this principle in the post-WWII Constitutions, the need to re-open the discussion on both the meaning and the limits of human dignity has been urged by the scientific and medical progress. The article underlines the development of “human dignity”, from its Christian origins to its philosophical and historical studies. Starting from this unavoidable premise and through the looking glass offered by some leading cases concerning embryos’ rights, this paper aims at analyzing the new challenges that the Constitutionalism and the concept of human dignity are increasingly called to tackle.
A Realtime Micro-Doppler Detection, Tracking and Classification System for the 94 GHz FMCW Radar System DUSIM

In the field of non-cooperative target classification micro-Doppler signatures provide valuable information on a diverse set of targets. In the recent years numerous applications were proposed in areas like road safety or infrastructure protection. However, real-world environments are often challenging and put high demands on hardware and software likewise. Often, time, memory or the signal-to-clutter ratio turn out to be critical factors. In consideration of these circumstances a computationally efficient and memory saving detection, tracking and classification system for real-world FMCW radar data is proposed and verified experimentally.
The Gambler's Problem and Beyond

We analyze the Gambler's problem, a simple reinforcement learning problem where the gambler has the chance to double or lose their bets until the target is reached. This is an early example introduced in the reinforcement learning textbook by \cite{sutton2018reinforcement}, where they mention an interesting pattern of the optimal value function with high-frequency components and repeating non-smooth points but without further investigation. We provide the exact formula for the optimal value function for both the discrete and the continuous case. Though simple as it might seem, the value function is pathological: fractal, self-similar, non-smooth on any interval, zero derivative almost everywhere, and not written as elementary functions. Sharing these properties with the Cantor function, it holds a complexity that has been uncharted thus far. With the analysis, our work could lead insights on improving value function approximation, Q-learning, and gradient-based algorithms in real applications and implementations.
Analisis Kemampuan Membaca Flashcard Bagi Siswa Permulaan Menggunakan Media Flashcard Bagi Siswa Berkesulitan Membaca Kelas 2 Progam Khusus SD Muhammadiyah Baturan

This study aims to analyze the implementation of learning and the ability to begin reading in grade 2 students special elementary school programs. This research is a qualitative research conducted by giving text or readings to students in the form of meaningful and meaningless vocabulary, capital letters, lowercase letters and flashcard media. Then students are asked to read the text or reading that has been given. The subjects in this study were the teachers and students of Class 2 of the Special Program at SD Muhammadiyah Baturan. Data were collected by observation, self-evaluation, interview, ability test and documentation. requires a detailed and clear description which consists of the following stages: Self Evaluation, Observation, Ability Test, Interview and Documentation. In the validity of the data using triangulation with data checking sources through interviews with informants, namely class 2 special program teachers and 4 students and guardians of students from both students. After conducting interviews with teachers, the researchers then confirmed through interviews with students. This research, can provide an understanding of teachers and students about the importance of improving early reading skills and be an illustration for the government to make a good policy to improve education in Indone
A Key to Your Heart: Biometric Authentication Based on ECG Signals

In recent years, there has been a shift of interest towards the field of biometric authentication, which proves the identity of the user using their biological characteristics. We explore a novel biometric based on the electrical activity of the human heart in the form of electrocardiogram (ECG) signals. In order to explore the stability of ECG as a biometric, we collect data from 55 participants over two sessions with a period of 4 months in between. We also use a consumer-grade ECG monitor that is more affordable and usable than a medical-grade counterpart. Using a standard approach to evaluate our classifier, we obtain error rates of 2.4% for data collected within one session and 9.7% for data collected across two sessions. The experimental results suggest that ECG signals collected using a consumer-grade monitor can be successfully used for user authentication.
Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents

본 논문은 펄스폭 변조(PWM, Pulse Width Modulation) 방법을 이용하여 4D 콘텐츠의 특수효과용 물리장치들을 제어하 는 제스처 응용 방법에 대해 기술한다. 적외선 센서를 통해 인식되는 사용자 동작은 3D 콘텐츠 제어를 위한 명령어로 해석되고 특수효과를 발생시키는 장치를 제어하여 물리적인 자극을 사용자에게 재현한다. 이와 같이 NUI(Natural User Interface) 기법을 이용하여 콘텐츠를 제어하게 되면 사용자의 콘텐츠에 대한 직접적인 몰입감이 증대되어 사용자에게 고도의 흥미와 관심을 제공할 수 있다. 제안하는 방법의 효율성을 측정하기 위해 적외선 센서를 이용한 모션인식과 애니메이션 컨트롤러의 파라미터를 제어하여 이벤트를 전달하는 PWM 기반 실시간 선형제어 시스템을 구현하였다.This paper describes a gesture application to controlling the special effects of physical devices for 4D contents using the PWM (Pulse Width Modulation) method. The user operation recognized by the infrared sensor is interpreted as a command for 3D content control, several of which manipulate the device that generates the special effect to display the physical stimulus to the user. With the content controlled under the NUI (Natural User Interface) technique, the user can be directly put into an immersion experience, which leads to provision of the higher degree of interest and attention. In order to measure the efficiency of the proposed method, we implemented a PWM-based real-time linear control system that manages the parameters of the motion recognition and animation controller using the infrared sensor and transmits the event.
3D VIRTUAL PEDAGOGICAL STUDIO

1 Herzen State Pedagogical University of Russia (RUSSIAN FEDERATION)2 Petrozavodsk State University (RUSSIAN FEDERATION)
BATU AKIK MODEL KLAWING GERAKAN LITERASI SEKOLAH BERBASIS PARTISIPASI WARGA SEKOLAH

Literacy movement is a very important activity in the world of education. This is a serious concern in education in Indonesia because based on the research conducted by the Organization for Economic Co-operation and Development (OECD) in 2006-2007 shows that Indonesia was in the second ranks lowest in the aspect of reading competency quality. These concerns trigger issues that need to be addressed, among others: (1) How to foster the participation of school residents in the school literacy movement ?, (2) How does the implementation of Batu Akik Model Klawing in growing literacy habits in students? The solution in order to grow the school community in the literacy movement is determined by the school community, namely committees, principals, teachers, administrative staff, parents / guardians of students, and students according to their respective capacities. The implementation is paying attention to reading habits, reading habits of high school students, the relevance of reading and writing habits, and aspects of reading habits. Batu Akik Model Klawing is an acronym for words (Read and Write, Active, Creative, Innovative, and Cooperative). Klawing is an acronym for words (Group, Exercise, Observe, Time, Instructions, Values, and Games). The role of the school community is very much needed in developing the school literacy movement and these activities especially reading and writing can be developed through the strategy of applying Batu Akik Model Klawing.
STATE CONTROL OF THE EDUCATION DIGITALIZATION IN RUSSIA AND ABROAD

Appears in: ICERI2019 Proceedings Publication year: 2019Pages: 6270-6273ISBN: 978-84-09-14755-7ISSN: 2340-1095doi: 10.21125/iceri.2019.1514Conference name: 12th annual International Conference of Education, Research and InnovationDates: 11-13 November, 2019Location: Seville, Spain
ANALYSIS OF THE YOUNG PEOPLE’S WAYS OF PERCEPTION IN THE EDUCATIONAL PROCESS

Appears in: ICERI2019 Proceedings Publication year: 2019Pages: 6288-6292ISBN: 978-84-09-14755-7ISSN: 2340-1095doi: 10.21125/iceri.2019.1517Conference name: 12th annual International Conference of Education, Research and InnovationDates: 11-13 November, 2019Location: Seville, Spain
Classification Imbalanced Data Sets: A Survey

Unbalanced data, a snag often found in real-world applications, can seriously adversely affect machine learning algorithms ' classification efficiency.Various tries are made to classify unbalanced data sets.In order to face the imbalanced data sets snag, we should rebalance them artificially through machine learning classifiers by oversampling and/or undersampling.
PREDICTING ENJOYMENT OF MUSIC LEARNING ACROSS THE LIFESPAN: THE PRIMACY OF INTRINSIC MOTIVATION

Appears in: ICERI2019 Proceedings Publication year: 2019Pages: 10092-10100ISBN: 978-84-09-14755-7ISSN: 2340-1095doi: 10.21125/iceri.2019.2473Conference name: 12th annual International Conference of Education, Research and InnovationDates: 11-13 November, 2019Location: Seville, Spain
How to Set Delta in the Two-One-Sided T-tests Procedure (TOST)

The Two-One-Sided T-test procedure (TOST) is used to show that two samples are equivalent or similar, in contrast to classical statistical tests which check for dissimilarity. The TOST relies on a parameter called delta, which has to be set by the researcher using their intuition. Doing so can be difficult, because of complex interactions of relevant parameters. In this article we present a method to set delta, which is established and validated through extensive simulations based on real data sets from linguistics and other sciences. The presented method is shown to be sound and reliable, but we cannot exclude deviant early model behaviour (N?10) and deviant late model behaviour (N&gt;100,000).
Preface Sixth International Workshop on Evolving Security and Privacy Requirements Engineering (ESPRE'19)

The preface provides an overview to the Sixth International Workshop on Evolving Security and Privacy Requirements Engineering (ESPRE'19)
Implementasi Pendekatan Multiple Intelligence dalam Pembelajaran Anak Usia Dini di Playgroup &amp; Kindergarten Ananda Mentari Yogyakarta

This research is to describe the Implementation of Multiple Intelligences Approach in Early Childhood Learning, which consists of: learning planning, learning implementation, and evaluation of classroom learning in Playgroup and Kindergarten Ananda Mentari Condongcatur, Yogyakarta. This research uses descriptive method with a qualitative approach. The subjects of this study were 1 principal, 2 kindergarten teachers, 1 education staff, 1 toddler teachers. The object of research is the application of Multiple Intelligences in Early Childhood learning. Data collection techniques were carried out using structured interviews, observations, documentation and field notes. The research instrument uses an interactive model that includes data reduction, data presentation and drawing conclusions. The validity of the research data was tested using triangulation techniques and source triangulation. The results of the study show that: (1) Planning of learning programs using the Multiple Intelligences approach uses a curriculum adapted from 4 countries, (2) The implementation of learning activities through the Multiple Intelligences approach is integrated into learning materials compiled in the curriculum break down (curriculum outline) in every week, methods and materials for students use English. (3) Evaluation of learning is carried out using checklists and anecdotes according to the age of child development and the development of multiple intelligences approaches is done by playing roles, singing, telling stories, field trips, involving children directly in making projects, discussions, outbound, Student-Led Conference and so on. Learning that involves all the intelligence of students will have a positive impact on the child's future, and increase children's confidence, so he can say "I can do, I can try. (4) Supporting factors for Learning Multiple Intelligences is collaboration between teachers and parents clubs. (5) The inhibiting factor for Learning Multiple Intelligences is competition with other schools that use local curriculum, narrow playing areas, and it is difficult to find teachers who understand the Multiple Intelligences of children.&#x0D;
RIVAL MENTORING TO TRAIN EDUCATORS IN MODERN BUSINESS INTELLIGENCE TOOLS

Appears in: ICERI2019 Proceedings Publication year: 2019Pages: 2678-2682ISBN: 978-84-09-14755-7ISSN: 2340-1095doi: 10.21125/iceri.2019.0698Conference name: 12th annual International Conference of Education, Research and InnovationDates: 11-13 November, 2019Location: Seville, Spain
An Analysis of Research Trends Related to Play Programs for Early Childhood

The purpose of this study is to analyze the research trends of play programs by analyzing the papers on play programs for early childhood published in domestic academic journals, and to help develop and implement various early childhood play programs in the future. For this purpose, 59 domestic academic papers on play programs for early childhood enrolled from 1996 to May 2019 were analyzed according to the yearly research trends, play programs development, implementation process and evaluation methods. As a result of the analysis, research trends by year of play programs have been increasing since 2010. but they decreased briefly from 2013 to 2014 and have shown a steady increase from 2015. Second, according to an analysis of the development trends of play programs, physical play was the most common type of play, followed by role play, traditional play and tool play. The development purpose of the program was the emotional and social development program. More than 90% of the types of play program development have been verified from the development of play programs to the implementation and effectiveness of the programs. Third, according to the analysis of the program implementation process, the participants were 5 years of age and the number of participants was 11∼20 persons. The total number of sessions of the play program was 11∼20 times, the operation period was 5∼8 weeks, and the number of sessions per week was 1 time the most frequently. Fourth, as a result of analyzing how to evaluate a play program, most of the quantitative research(experimental studies) were conducted in advance using post-comparison to see if the effects of the program were shown to the participants after the program was conducted.
Visually grounded generation of entailments from premises

Natural Language Inference (NLI) is the task of determining the semantic relationship between a premise and a hypothesis.In this paper, we focus on the generation of hypotheses from premises in a multimodal setting, to generate a sentence (hypothesis) given an image and/or its description (premise) as the input.The main goals of this paper are (a) to investigate whether it is reasonable to frame NLI as a generation task; and (b) to consider the degree to which grounding textual premises in visual information is beneficial to generation.We compare different neural architectures, showing through automatic and human evaluation that entailments can indeed be generated successfully.We also show that multimodal models outperform unimodal models in this task, albeit marginally.
The Effectiveness of Classical Tutoring Services Through Blended Learning Based on Google Classroom Applications to Improve Self Regulated Student Learning

The purpose of this study was to determine: (1) The effectiveness of the implementation of Classical Guidance through the Google Classroom Application as a counseling media to improve Student's Self Regulated Learning, and; (2) The Effect of Self-Regulated Learning Students before and after being given a Classic Guidance Service through the Google Classroom Application as Counseling media. This type of research is quantitative by using a true-experimental design approach to the control and experimental groups that examine the Effectiveness of Classical Guidance Services through Blended Learning based on Google Classroom Applications to improve students' Self-Regulated Learning, by using a pre-test post-test design group design. The instrument used was a questionnaire. The results showed (1) The implementation of Classical Guidance through the Google Classroom Application as a counseling media to improve Self Regulated Learning Students viewed from the ability of students to plan learning is still low, the ability to carry out the learning process is good because it is classified as high then in evaluating learning it is still quite sufficient so that it is considered requires the implementation of interesting and fun learning services (2) There is an increase in self-regulated learning in the experimental group after being provided with classical guidance services through blended learning based on the Google Clrassrom Application that is equal to 58%.
THE SUPERVISION PROCESS AT PRE-SERVICE EARLY CHILDHOOD TEACHER EDUCATION

1 Institute Polytechnique of Lisbon, Higher School of Education/CIED/CIEC (PORTUGAL)2 Polytechnic Institute of Lisbon, CIED, UIFED (PORTUGAL)3 Institute of Education, University of Minho, CIEC (PORTUGAL)4 Higher School of Education Paula Frassinetti (PORTUGAL)
Watermark blending technique for securing user authentication data in mobile application systems

Watermark is traditionally used for protecting copyrighted materials such as scripts, movies, images or sounds. Nowadays, the watermark is still widely used but more in a digitized environment. There are many ways of how the watermarks are being applied. In this paper, the watermark is not applied for the purpose of protecting copyrighted materials but more on digitally securing user authentication data used for accessing mobile application systems (mobile apps). A user authentication model is developed to improve the access control to mobile apps. The model introduces three protection techniques namely multi-factoring, ciphering and watermarking techniques. In multi-factoring technique, the number of user authentication factors is increased from having just username and password to raise the difficulty of guessing the authenticating data. The added factors are mobile IMEI number, mobile SIM card number, random number and time. In ciphering technique, the user authentication factors are not only encrypted but also hashed to ensure the encrypted data cannot be easily decrypted. Finally, in the watermarking technique, the authenticating data are concealed by blending them in such a way that they cannot be un-blended without knowing the blending formula. Although there are three protection techniques introduced, only watermarking technique is described in more details in this paper. The effectiveness of the introduced techniques is measured based on user acceptance level using a statistical analysis. The analysis shows that although ciphering technique is the highest contributor among other techniques, watermarking technique not only has the strongest relationship but also becomes the dominant factor in making them acceptable by users of mobile apps.