Reviewerly/exHarmony huggingface dataset:
Perspectives on the use of augmented reality within thelinguistic and literary field of primary education

The article analyzes the scientific sources on the problem ofaugmented reality in the educational field. There is a fragmentary rationale fornew technology in primary school, to a greater extent the experience of scientistsand practitioners relate to the integrated course “I am exploring the world”. Thepeculiarities of Ukrainian and foreign writers’ works with AR applications,which are appropriate to use during the classes of literary reading, are analyzed.The authors substantiated the prospect of augmented reality technology formastering the artistic image of the world of literary work, the relevance of use ofAR to modern educational challenges, and also demonstrated the possibility ofimmersion into the space of artistic creation and activation of students’imagination with the help of AR applications. The article demonstrates thepossibilities of use AR-technology for the development of emotional intelligenceand creative thinking, solving educational tasks by setting up an active dialoguewith literary heroes. The basic stages of the application of AR technologies in theliterary reading lessons in accordance with the opportunities of the electronicresource are described: involvement; interaction; listening, reading and audition;research; creative work; evaluation. It is confirmed that in the process of usingaugmented reality technology during the reading lessons, the qualitative changesin the process of formation of the reader’s culture of the students of experimentalclasses appears, as well as the increase of motivation, development of emotionalintelligence and creative thinking
PENGARUH PENERAPAN SENAM OTAK TERHADAP KONSENTRASI BELAJAR SISWA KELAS V A DI SD KATOLIK RICCI 2

This research is motivated by the phenomenon of low learning concentration found in class V A. Without concentration, learning will not run optimally. The aim of the study was to see whether there was an effect of brain exercise on the learning concentration of grade V A students at Ricci 2 Catholic Elementary School. This research is a quantitative study using the ex post facto method. The population in this study were students of class V A who were relevant to 28 students. This research was conducted during nine months of development from February 2020 to October 2020. The data learning technique in the study used a questionnaire. Hypothesis results using a partial test (t test) obtained tcount = 6.622> ttable = 2.056 with a significant 0.000 𝑡𝑡𝑎𝑏𝑒𝑙 = 2,056 dengan signifikan 0,000 < 0,005. Hasil ini menunjukkan 𝐻0 ditolak dan 𝐻1 diterima yang artinya terdapat pengaruh positif dan signifikan antara senam otak dengan konsentrasi belajar. Kata Kunci : Senam Otak, Konsentrasi Belajar
Semantic programming by example with pre-trained models

The ability to learn programs from few examples is a powerful technology with disruptive applications in many domains, as it allows users to automate repetitive tasks in an intuitive way. Existing frameworks on inductive synthesis only perform syntactic manipulations, where they rely on the syntactic structure of the given examples and not their meaning. Any semantic manipulations, such as transforming dates, have to be manually encoded by the designer of the inductive programming framework. Recent advances in large language models have shown these models to be very adept at performing semantic transformations of its input by simply providing a few examples of the task at hand. When it comes to syntactic transformations, however, these models are limited in their expressive power. In this paper, we propose a novel framework for integrating inductive synthesis with few-shot learning language models to combine the strength of these two popular technologies. In particular, the inductive synthesis is tasked with breaking down the problem in smaller subproblems, among which those that cannot be solved syntactically are passed to the language model. We formalize three semantic operators that can be integrated with inductive synthesizers. To minimize invoking expensive semantic operators during learning, we introduce a novel deferred query execution algorithm that considers the operators to be oracles during learning. We evaluate our approach in the domain of string transformations: the combination methodology can automate tasks that cannot be handled using either technologies by themselves. Finally, we demonstrate the generality of our approach via a case study in the domain of string profiling.
VUT Libraries: Biotechnology: Database of the month - ProQuest E-Book Central

Welcome to the one-stop library guide destination for Biotechnology students and lecturers. The ProQuest E-book Central – platform combines e-book content from several other ProQuest e-book platforms, into a single interface.
Vasily Sukhomlinsky (1918-1970)

Here we explore the work of a Ukrainian educator who adopted an innovative approach to early childhood education, and who has been very influential in former Soviet bloc countries and in China.
Experimental Study of a Deep-Learning RGB-D Tracker for Virtual Remote Human Model Reconstruction

Tracking movements of the body in a natural living environment of a person is a challenging undertaking. Such tracking information can be used as a part of detecting any onsets of anomalies in movement patterns or as a part of a remote monitoring environment. The tracking information can be mapped and visualized using a virtual avatar model of the tracked person. This paper presents an initial novel experimental study of using a commercially available deep-learning body tracking system based on an RGB-D sensor for virtual human model reconstruction. We carried out our study in an indoor environment under natural conditions. To study the performance of the tracker, we experimentally study the output of the tracker which is in the form of a skeleton (stick-figure) data structure under several conditions in order to observe its robustness and identify its drawbacks. In addition, we show and study how the generic model can be mapped for virtual human model reconstruction. It was found that the deep-learning tracking approach using an RGB-D sensor is susceptible to various environmental factors which result in the absence and presence of noise in estimating the resulting locations of skeleton joints. This as a result introduces challenges for further virtual model reconstruction. We present an initial approach for compensating for such noise resulting in a better temporal variation of the joint coordinates in the captured skeleton data. We explored how the extracted joint position information of the skeleton data can be used as a part of the virtual human model reconstruction.
The never-ending quest to understand the shapes and motions of molecules

Why is it so important to know the shape of molecules? How can virtual reality and advances in scientific visualization help? These are recurrent questions about the importance of understanding molecular shapes and molecular motions. In this brief feature article some background is provided to better understand the central role played by visual and computational analysis of molecular structures. The role of hardware devices and software tools to assist scientists in this quest is pointed out, along with challenges to share visual experiences more broadly. These topics touch upon many current questions in research. Examples related to biological membranes, molecular medicine, -omics data and SARS-Cov-2 structural data are provided to illustrate convincing use cases.
The Development of Confidence in English Speaking Using Role Playing Method

The objectives of this research were to study and compare the confidence of English speaking by using the Role-Playing method before and after of the first year students in Bachelor of Arts (English). The population were 13 students in Bachelor  of Arts (English) at Mahamakut Buddhist University Isan Campus and the researcher applied experimental research in a group pretest-posttest to find the confidence of English speaking. The researchers used the questionnaires to collect the data from 13 students and 3 teachers and analyzed by mean, standard deviation and t-test dependent statistics. The results were as follows: 1. The students’ posttest was higher than pretest. The mean scores on English speaking in pretest were 2.53 and posttest were 4.42 and the mean scores on English speaking from three teachers in pretest were 2.62 and posttest were 4.44. After  using Role-Playing method, it was found that the highest score was 4.69 in the number 5 “I don’t worry about what my mistake to speak”. The second was 4.53 in the number 7 and 10 “I’m confident to use the English language.” and “I would like to use the English language to communicate if I have a chance.” In the part of teacher analysis, it was found that the highest was 4.65 in the number 9 “The students don’t avoid to answer the question in the English language.” In comparison between pretest and posttest, it was found that the students had the confidence to speak the English language by applying Role-Playing method with the statistical significance at the 0.05 level. 2. The student’s confidence in English speaking by using Role-Playing method was in the highest level.
Perancangan dan Implementası Jarıngan Wıreless Dormıtory Unıversıtas Internasıonal Batam

In this modern era, technology and information continue to develop in accordance with the development of human needs. One of them is the internet. The internet has many benefits, including as a means of communication, entertainment, and a source of information for education. To access the internet, a wireless network that is flexible, practical, and high mobility is needed. Students generally access the internet for their learning needs by using smartphones, laptops, and other devices through wireless network facilities at their residences and public places. Based on the results of a survey to the Batam International University dormitory, it was found that wireless network facilities did not yet exist. Therefore, it is necessary to install a wireless network in the Batam International University dormitory so that dormitory students can access the internet. This PkM activity is carried out through various stages, including the preparation stage, implementation stage, and evaluation stage. The result of this PkM activity is that dormitory students can connect to the installed wireless network and access the internet for learning and other needs.
Assessment of a Waveguide-based Eye-Tracker

The dissertation describes the feasibility assessment of an holographic waveguide for eye tracking was demonstrated through lab experiments. Waveguides have been recognized as an attractive alternative to other image transmission component in AR and VR applications. In the development of this prototype, a custom-built holographic waveguide (HWG) with photopolymeric in- and out-couplers was employed to convey images of an illuminated eye model to a camera, that were subsequently processed using an off-line Matlab algorithm. A prosthetic ceramic eye model was used for this purpose. The custom-written procedure extracted the parameters relevant to the vector distance of the pupil center from the corneal reflection (CR). The relationship between the components of this vector distance and the relative rotation of the eye in the socket is known from literature to be linear over a wide range of rotations. The benchtop prototype confirmed the linear relationship between eye position and the vector components with a range of 60° degrees (horizontal) and 30° (vertical) with sub-pixel resolution. The system also showed good repeatability of the measure, as the standard deviation of repeated measured is very low (at most 1.2 pixels). This confirms the potential of HWGs for eye tracking applications. The final aim of this discovery would be a light-weight, see-through, wearable eye tracker that could be used both for commercial purposes but most importantly, to help improve current diagnostic techniques for oculomotor disorders (OD).
The Correlation of Students’ Perceptions About Speaking Skills Demonstration Method With Learning Outcomes of English Subject in Binjai “Ex School” Tutoring

The demonstration method is a way of presenting information in KBM by demonstrating how to do something with a clear visual explanation of the process. Students have different perceptions about the demonstration method delivered by the teacher. The purpose of the research was to determine the relationship between students' perceptions of the speaking skill demonstration method and the learning outcomes of English subjects at the Ex School Binjai Tutoring. This type of research is an analytic survey with a cross sectional approach. The results of the validity test obtained 21 valid statements with a range of Sig values. (2-tailed) (0.00-0.04) < = 0.05. The population in this study was 64 students, the sampling technique was saturated, that is, all students became the research sample. Direct data collection by researchers by distributing questionnaires directly to respondents. From the research results obtained the majority of students with negative perception category 36 students (56.2%), with very good learning outcomes 0 students (0%), good 2 students (3.1%), enough 31 students (48.4%) and less than 3 students (4.7%), minority students with positive perceptions 28 students (43.8%) with very good learning outcomes 0 students (0%), good 7 students (10.9%), enough 21 students ( 32.8%) and less 0 students (0%) . From the results of the chi-square test, the Asymp sig value (0.033) < value = 0.05. So it can be concluded that there is a relationship between students' perceptions of the speaking skill demonstration method and the learning outcomes of English subjects at the Ex School Binjai Tutoring. Therefore, it is expected that students can give positive perceptions about the demonstration method delivered by educators so that the learning outcomes obtained will be better.
Icelandic Error Corpus (IceEC) Version 1.0

The Icelandic Error Corpus (IceEC) is a collection of texts in modern Icelandic annotated for mistakes related to spelling, grammar, and other issues. The texts are organized by genre, consisting of three different genres: student essays, online news texts and Icelandic Wikipedia articles. Each mistake is marked according to error type using an error code, of which there are 212. The corpus consists of 3,679 texts with 50,830 categorized error instances.Islenska villumalheildin er safn texta a nutimaislensku þar sem villur eru merktar, t.d. hvað varðar stafsetningu, malfraeði og fleira. Textarnir eru flokkaðir eftir textategund, en malheildin samanstendur af þremur textategundum: nemendaritgerðum, frettum af vefmiðlum og textum af islensku Wikipedia-siðunni. Hver villa i textanum er flokkuð með hjalp villukoða, en 212 villukoðar eru notaðir i malheildinni. Malheildin samanstendur af 3.679 textum með 50.830 flokkuðum villutilvikum.
Modul Pencemaran Lingkungan Berbasis Biology Environment Technology Society (BETS) untuk Matakuliah Dasar Ilmu Lingkungan

Abstract: The purpose of this study was to produce a product in the form of a BETS-based environmental pollution module that meets the validity of the material, the validity of teaching materials, and practicality. This developmental research adopted the ADDIE development model. The result of material expert validation was 100% with a very valid category. The results of the validation of teaching material experts amounted to 99.50% with a very valid category. The results of the assessment by field practitioners amounted to 90.98% with a very practical category. The results of the assessment of usage by students amounted to 90.35% with a very practical category. Based on these results it can be concluded that the BETS-based environmental pollution module that has been produced has been appropriate to be used as teaching material for the Environmental Science Basic course. Abstrak: Penelitian ini bertujuan untuk menghasilkan modul pencemaran lingkungan berbasis BETS yang memenuhi validitas materi, validitas bahan ajar, dan kepraktisan. Model pengembangan yang digunakan yaitu model pengembangan ADDIE. Hasil validasi ahli materi sebesar 100% dengan kategori sangat valid. Hasil validasi ahli bahan ajar sebesar 99,50% dengan kategori sangat valid. Hasil validasi oleh praktisi lapangan sebesar 90,98% dengan kategori sangat praktis. Hasil penilaian penggunaan oleh mahasiswa sebesar 90,35% dengan kategori sangat praktis. Kesimpulan penelitian yaitu modul pencemaran lingkungan berbasis BETS yang dihasilkan telah layak digunakan sebagai bahan ajar untuk matakuliah Dasar Ilmu Lingkungan.
Challenges of the electronic wars with the advent of quantum technology with emphasis on quantum radars and data security

AbstractWith the advent of quantum technology and its development and accelerating progress, in the near future, we will witness a new technological revolution and major changes in the various fields of science and technology that will transform the industrial, economic, political, military and cultural equations and relationships. In the meantime, the topic of electronic warfare due to being technology-driven will be greatly affected by these advances. And the essence of future electronic wars will change.Therefore, it is necessary to identify and analyze the opportunities and challenges with foresight and scenario writing and propose ways to counter them. Accordingly, in this study, using credible articles and sources, first, information on various types of stealth techniques and ways to counter them, then the capabilities of leading countries in the field of stealth aircraft as an offensive force and other forces as a defense force was presented and the future of this technology has been studied to the year 1410 SH. After analyzing the data and interviewing with the experts of this field, key factors and driving forces were identified. using scenario writing techniques with the help of scenario wizard software, three more likely scenarios in the form of pessimistic, moderate and optimistic were named smoked scenario, the transition stage scenario, and the quantum age scenario, respectively which were presented at the end of the paper.
Organization, Autonomy and Decentralization in the Information Age

In this research, Decentralized Autonomous Organizations are approached, from an aspect of representation, executive function and acts of administration in contemporary governments. A study is carried out on Blockchain technology in harmony with the current social participation circumstances, concluding in a technological social contract as the backbone of the information and communication era.
A Game Theoretic Approach on Semantic Segmentation Along with Transfer Learning

Dutta, Arpita Mallick, ChirantanaOver the last few years, it has been observed that the segmentation of images is the domain of interest of several researchers. Especially semantic segmentation of images is the region of interest for computer vision and machine learning problems. Many real-world applications like autonomous driving, indoor navigation, and even virtual or augmented reality systems, etc. are developed based on semantic segmentation of images. In this paper, we have analyzed all the existing approaches of segmentation as well as semantic segmentation of images (i.e. semantic segmentation using transfer learning). In the end, we apply a game theoretic approach with transfer learning at the time of pixel classification. At last, we have drawn our conclusion about the state-of-the-art of semantic segmentation using transfer learning and game theoretic approach.
Engineering Ethics as Techno-literacy

This essay historically evaluates the development of the techno-literacy issue, the demand for which surfaced in the engineering education reform around 1990, especially in the 1989 report, Engineering Education in the Transitional Phase. In the discussion, techno-literacy was based on engineering design theories, and in a broader sense, included the study of humanities and social sciences to cultivate well-balanced judgment with a broader knowledge of artificially systematized societies. In the late 1990s, the discussion faded into oblivion, with an increased focus on engineering ethics. However, similar discussions have been raised since the 2000s, emphasizing technological innovation with citizen participation. Given the historical analysis, it is possible to consistently understand Japan’s introduction of social technology (or sociotechnology) and ELSI in the 2000s and provide guidelines for developing engineering ethics education as a liberal arts subject.
Research Guides: Media Assignment Support: Home

This page describes the Library Media Service instructor media assignment development support.
Some fast algorithms multiplying a matrix by its adjoint.

We present a non-commutative algorithm for the multiplication of a 2 × 2 block-matrix by its adjoint, defined by a matrix ring anti-homomorphism. This algorithm uses 5 block products (3 recursive calls and 2 general products)over C or in positive characteristic. The resulting algorithm for arbitrary dimensions is a reduction of multiplication of a matrix by its adjoint to general matrix product, improving by a constant factor previously known reductions. We prove also that there is no algorithm derived from bilinear forms using only four products and the adjoint of one of them. Second we give novel dedicated algorithms for the complex field and the quaternions to alternatively compute the multiplication taking advantage of the structure of the matrix-polynomial arithmetic involved. We then analyze the respective ranges of predominance of the two strategies. Finally we propose schedules with low memory footprint that support a fast and memory efficient practical implementation over a prime field.
Optimisation of card recognition routine

Card-dealing machines for the game Bridge are used to automate the time-consuming process of sorting cards. They require methods to recognize each card's suit and value during the process, as the s ...
Hand vein recognition with rotation feature matching based on fuzzy algorithm

The Bodily motion or emotion, which can be obtained for example from a hand or a face, originates gestures. Every individual has a unique pattern of dorsal hand veins. The vein pattern's orientation changes when one rotates their hand in a particular direction. This study focused on hand-gesture recognition using dorsal hand veins. The aim of this work is a novel technique to track and recognizing hand vein rotation using fuzzy neural network, and the change in orientation was considered as a gesture and measured.  The algorithms were tested over various rotations ranging from $-45^{circ}$ to $+45^{circ}$. We successfully detected various rotations in both clockwise and anti-clockwise directions, achieving $93%$ accuracy and a reasonable time execution. This problem can be solved because a person can steer a car wheel merely by rotating his/her hand. An infrared camera captured the rotation of hand veins, so car wheel steering was unnecessary.