Reviewerly/exHarmony huggingface dataset:
Typomorphism of apatites from metamorphic rocks of the Subpolar Urals (basin of the river Kozhim)

The study of apatites from the metamorphic formations of the Subpolar Urals shows that this mineral can be used as an indicator of the conditions of rock metamor¬phism. According to the typomorphic features of apatites, one can judge not only the similarity or difference in the degree of metamorphism of the compared rock associa¬tions, but also solve the important problem of separating mono- and polymetamorphic formations, in particular. In order to obtain additional mineralogical criteria for subdi¬vision and correlation of Precambrian metamorphic strata of the Subpolar Urals, a description of accessory apatite from metamorphic rocks of the Nyartin Complex, as well as the Shchokurya and Puiva suites, is given. It is shown that morphological features of crystals, the presence, mineral composition and amount of solid and gas-liquid inclusions, the chemical composition of the mineral itself (strontium content, qualitative composition and REE content), spectro¬scopic properties can be used as typomorphic features of apatites associated with rock metamorphism. Some typo¬morphic features of apatites can be associated with grani¬tization processes (small inclusions of monazite along the periphery of apatite grains). The results of the studies confirm the previously obtained data on the belonging of the metamorphic rocks of the Nyartin Complex and the Shchokurya suite to the same structural stage.
Modulating the Gameplay Challenge Through Simple Visual Computing Elements: A Cube Puzzle Case Study

Positive player's experiences greatly rely on a balanced gameplay where the game difficulty is related to player's skill.Towards this goal, the gameplay can be modulated to make it easier or harder.In this work, a modulating mechanism based on visual computing is explored.The main hypothesis is that simple visual modifications of some elements in the game can have a significant impact on the game experience.This concept, which is essentially unexplored in the literature, has been experimentally tested with a web-based cube puzzle game where participants played either the original game or the visually modified game.The analysis is based on players' behavior, performance, and replies to a questionnaire upon game completion.The results provide evidence on the effectiveness of visual computing on gameplay modulation.We believe the findings are relevant to game researchers and developers because they highlight how a core gameplay can be easily modified with relatively simple ingredients, at least for some game genres.Interestingly, the insights gained from this study also open the door to automate the game adaptation based on observed player's interaction.
Novel and Simplified Predictive Computational Model for Clinical Diagnosis on Complex Medical Information

The significance of adopting analytical operation towards extracting potential medical information for assisting towards an effective diagnosis is quite high. Existing review of literature suggest an enriched archives of Natural Language Processing (NLP) technique as well as machine learning techniques for this purpose; however, they are also characterized with essential drawbacks in various regards. Therefore, the proposed study presents a novel simplified computational model which is capable of performing a prediction of diagnosis on complex medical dataset by hybridized form of using Deep Neural Network, Long Short Term Memory, and Convolution Neural Network distinctly. The outcome of the proposed study shows that it offers better clinical and computational performs in comparison to existing analytical schemes of prediction and hence offer efficient predictive approach.
Systematic Review on Online Social Media Recommender Systems

The social network and the social context are two vital elements in social recommender systems. Social recommender systems are an important part of everyday life, on social media. New approaches also need to be adopted to be able to deal with the different needs of social media users. A total of twenty papers were reviewed from the years 2015–2021. There was a peak between the years 2019 and 2020 that shows that research in this area is growing. The results show that RMSE and MAE are the most used evaluation metrics. Precision and recall are the second commonly used evaluation metrics. Natural Language Processing (NLP) classifiers are becoming popular in recommender systems and are used for extracting information from textual analysis to enrich the description within a predictive algorithm. There is not enough research that focuses on online evaluation therefore it is necessary to explore online evaluations and improve results in those experiments.
Toward AI-Native Enterprise

Enterprises are fast evolving into hyperconnected ecosystems that need to continue meeting the stated goals in a dynamic environment that changes along multiple dimensions. Ability to respond to these changes in an ever-shrinking window of opportunity is a critical need that has remained unfulfilled. With enterprises increasingly reliant on software systems, these need to be amenable to quick adaptation in order to effect these decisions. We propose an approach aimed at meeting these needs in a holistic, automated, and human-in-loop manner. The proposed approach builds further upon proven ideas from Modelling & simulation, Artificial Intelligence, and Control Theory, and is validated in part on real-world industry-scale problems.
Smarter Teamwork: System For The Management, Assessment, Research, Training, Education, And Remediation Of Teamwork

The rapid adoption of Team-Maker and the Comprehensive Assessment of Team Member Effectiveness (CATME), tools for team formation and peer evaluation, make it possible to extend their success to have a significant impact on the development of team skills in higher education.The web-based systems are used by over 700 faculty at over 200 institutions internationally.This paper and its accompanying poster will describe strategies for broadening the scope of those tools into a complete system for the management of teamwork in undergraduate education.The System for the Management, Assessment, Research, Training, Education, and Remediation of Teamwork (SMARTER Teamwork) has three specific goals: 1) to equip students to work in teams by providing them with training and feedback, 2) to equip faculty to manage student teams by providing them with information and tools to facilitate best practices, and 3) to equip researchers to understand teams by broadening the system's capabilities to collect additional types of data so that a wider range of research questions can be studied through a secure researcher interface.The three goals of the project support each other in hierarchical fashion: research informs faculty practice, faculty determine the students' experience, which, if well managed based on research findings, equips students to work in teams.Our strategies for achieving these goals are based on a well-accepted training model that has five elements: information, demonstration, practice, feedback, and remediation.Different outcomes are expected for each group of people.For the students, both individual outcomes, such as student learning, and team outcomes, such as the development of shared mental models, are expected.For the faculty, individual outcomes such as faculty learning and faculty satisfaction are expected.The outcomes for researchers will be community outcomes, that is, benefits for stakeholders outside the research team, such as generating new knowledge for teaming theory and disseminating best practices.Measuring these outcomes is the basis for the project's evaluation plan.Research Overview.The broad and deep scope of the proposed SMARTER Teamwork research is summarized in Figure 1.The figure addresses the project's three broad research goals, people impacted, strategies for achieving the goals, and measureable outcomes.Goals.The proposed work has three goals: 1), equip students to work in teams; 2), equip faculty to manage teams; and 3), equip this research team to understand student teams.These goals support each other in hierarchical fashion: research informs faculty practice, faculty determine the students' experience, which, if well managed based on research findings, should equip students to work in teams.People.People are the groups that will use the proposed system: students, faculty, and researchers.The hierarchy of people reflects the hierarchy of goals: the work of the research team supports the work of faculty, which in turn supports the work of students and their teams.Page 15.
Engaging Learning with Game on Food and Nutrition for Pre-School Children

With the growing rates of children obesity and concerns on the related health consequences, the awareness in transforming children’s eating habits to a healthier direction to reduce their threat of developing dietrelated disease during adulthood has been growing in recent years. Recent evidence suggests that a game-based approaches have a potential in health and wellbeing sector. This research is conducted based on two main aspects: development of game application on food and nutrition for pre-school children and evaluation involving users on the usability of the developed game. This game application has been developed based on the ADDIE model which consist of five phases, Analysis, Design, Develop, Implementation and Evaluation. The usability evaluation on the game application involved children in early ages. The genre of the games is based on platform and it is a singleplayer game that contains three modules: food pyramid, healthy maze, and my plate. For the usability, the game application received positive feedbacks from the users where they gain some knowledge and enjoy playing the game. This finding provides a valuable knowledge to the design and development of the game application in food and nutritions sector.
EXPLANATION TEXT OF GRADE XI STUDENTS AT SMKN 4 MEDAN

Writing is one of skills in English and it’s important for students, also it is not an easy skill to master. As stated by Richards and Renandya (2002: 303), writing is the most difficult skill to master for second or foreign language students. Writing skills are placed in the last section after three skills namely listening, speaking, and reading. It can be said that students must apply everything they have in the previous three stages. This study aims to develop a writing assessment rubric for explanation text for eleventh grade, to assess student writing related to the availability of the 2013 Curriculum for English subjects in the school. This research is about how and why, which is the process of explanation text itself and at the same time can improve their writing skills. This research method uses research and development methods (R&amp;D). It is hoped that by using reliable rubrics, teachers can easily assess the writing performance of their students who meet the requirements of the writing aspects.The expert gives some corrections and suggestions on the development writing assessment rubric. Based on the result of the writing assessment rubric, the average was 3,7 and the percentage was 93,7% that categorized in “Very Good” category. Keywords: Assessment Rubric, Students’ Explanation Text, Writing
CARTOON STORY MAKER AS THE DEVELOPED LEARNING MEDIA IN WRITING DESCRIPTIVE TEXT FOR JUNIOR HIGH SCHOOL STUDENTS

The aim of this study was to develop learning media in Writing Descriptive Text. This study was conducted at junior high school level students by applying six stages; gathering information and data, analyzing data, designing materials, validating by experts, revising, and final product.. The data were gathered by administering interview to English teacher and distributing questionnaire to 30 respondents to get the students’ needs. The interview and questionnaire results prove that the students needs English learning media which can motivate the students to understand about the descriptive writing. The product has been validated by experts. The result of the product was videos that contain audio-visual media to be used in mastering the descriptive text writing. Keywords: Cartoon Story Maker,Learning Media, Descriptive Text .
THE JOURNAL OF THE RESEARCH HOW TO DEVELOP THE STUDENTS’ ABILITY IN ACTIVE SKILL

SMP Negeri 2 SilimaPunga-Punga, is one of unit institution of education, beneath Ministry of National education that must be developed is quality, especially in English lesson. The teacher much develop their ability in teaching. The teacher must be creative, do not apply menotoneus teacher thecniques and methods. Start the lesson by doing some elicitation, brainstorming, etc. The English teacher have some strategies to make students know the four skills easily by easing some methods as in this journal, it is written in conversation skill by using audio visual as to Television and Cassettes. The intentions from using those methods to make students know the skills of English Easily. The active skills is necessary so the students can practice English Language during process of learning, The students are active and the teachers have to have the stimulus to make the students have the strategies how to answer what the teacher needs in the classroom. Besides, the students are motivated to speak English by using visual method. Their ability in spoken will be developed by using that method. The improve of quality and the results of teaching and the students’ ability spoken, can be seen in three indicators. First, the students’ enthusiastic. Second, the students’ serious and the third the students, ability in conversation skills, in the research, those skill can be developed by students. It Shows that media is important to teach English Lesson. Kata Kunci : Active Skill
THE ROLE OF INTERNET IN LEARNING

The rapid development of internet technology and penetrated to all corners of the world has been utilized by various countries, institutions, and experts for various interests including for the education world. Until now, the internet became a necessity for the world of education. Internet is a giant library of the world, because in the internet there are billions of information resources, so we can use the information according to the needs. Internet allowed students study independently. Students can access online from various libraries, museums, databases, and get a primary source of various historical events, biographies, recordings, reports, statistical data. Internet conditioned students to study independently. Students can access online from various libraries, museums, databases, and get a primary source of various historical events, biographies, recordings, reports, statistical data. Students can act as a researcher, not just information consumers only. Information is analyzed according to their learning and conduct searches that match real life. E-Learning is one of the systems or educational concepts that utilize information technology in the teaching and learning process. Students and teachers do not need to be physically present in class, as students can learn teaching materials and work on learning and exam assignments by accessing a computer network that has been set up online. Key words: Role, Internet, Learning
INVESTIGATION OF THE DEPENDENCE OF THE PERFORMANCE OF THE ALGORITHMS FOR CALCULATING THE TATE PAIRING ON THE ORDER OF THE ELLIPTIC CURVE

В статье проведено изучение предлагаемых ускорений для вычисления спаривания Тейта, реализация обычного и ускоренного алгоритмов, сравнение реализаций алгоритмов Миллера, а также оценка скорости. In the article, the study of the proposed accelerations for computing the Tate pairing, the implementation of the conventional and accelerated algorithms, the comparison of the implementations of Miller's algorithms, and the estimation of the speed are carried out.
Enhanced Electronic Grammars Online

Enhanced Electronic Grammars Online (EEG) is a full-text linguistics database available on the De Gruyter platform. EEG offers the ability to conduct searches across dozens of comprehensive grammars describing rare and endangered world languages. Intended for use by researchers into general linguistics and linguistic typology, EEG would also be a good resource for undergraduate teaching. The review notes some issues with the search interface and metadata.
Hands-on Permissioned Blockchain Platforms

Enterprise organizations spends a lot of time and money on establishing trust when shared date is presented to others and might rely on third parties. Blockchain technology helps organizations to solve this problem without the need for third parties. Blockchain depends on cryptography, distributed ledgers and consensus protocols to establish the trust between participating entities. Permissioned Blockchain offers features that suits the enterprise environment like accountability where all actions are traceable and privacy where the details of the actions are visible to authorized parties only. Permissioned Blockchain platforms are the toolkits that helps in building new applications that implement new business models or enhance old workflows based on Blockchain technology. By the end of this tutorial, attendees will be able to setup development environment and build quick proof of concept projects based on two open source permissioned Blockchain platforms (namely Hyperledger Fabric and Corda).
A proposed Emergent Skill Extraction Methodology from Unstructured Text

In this paper a system for emergent skill extraction from massive job postings is proposed. The proposed system relies on semantic skill representation in spatial skill space. Based on this semantic skill space, suitable statistics are adopted over the temporal dimension of the job posts to decide the emergent skills. Skills are very diverse and changing over time, not only individuals are affected by these changes but also policy-makers, businesses and educational institutions. So, in such a very dynamical domain we are interested to detect emergent skills and future demands on different skills. Skills are to be first extracted from the unstructured text of job posts. Skills may be phrased in different wordings and there meaning may depend on the context of the job post. Such challenges are to be resolved adopting some sort of reliable skill extraction methodology, suitable skill representation space as well as smart statistical analysis of such representation space. Results based on the proposed methodology on different job posts from well-known job posting portals show very promising results that encourage us to extend this system for more advanced analysis such as skill gap analysis and job post format standardization.
FEATURES OF PERSONAL MATURITY OF STUDENTS OF SECONDARY PROFESSIONAL EDUCATION WITH DIFFERENT LEVEL OF EMOTIONAL INTELLIGENCE

The article is devoted to a topical problem of personal maturity and emotional intelligence of students of secondary vocational education. Personal maturity is understood as an integral characteristic that ensures the success of adaptation and self-realization of a person in society on the basis of self-fulfillment and self-organization of one's own life. Emotional intelligence is seen as the ability to recognize and understand one's own emotions and the emotions of others. The purpose of the study: to study and identify the characteristics of the personal maturity of students of secondary vocational education with different levels of emotional intelligence. Research hypothesis: students with a high level of emotional intelligence, in contrast to students with low levels of emotional intelligence, have more developed flexibility of behavior, self-acceptance, The study was conducted in the Republic of Khakassia and the Krasnoyarsk Territory. It was attended by 170 students of the A. S. Pushkin Minusinsk Pedagogical College and the school of the Olympic reserve, aged 16–20, 92 girls and 78 boys, from 1 to 3 courses. Participants took part in the study on a voluntary basis. The following methods were used: Emotional intelligence test (N. Hall), Personal maturity test questionnaire (Yu.Z. Gilbukh), E. Shostrom's self-actualization test (CAT self-actualization test). The features of personal maturity of students with different levels of emotional intelligence were revealed. Students with a high level of emotional intelligence, compared with students with a low and medium level of EI, have a greater degree of flexibility and spontaneity of behavior. They demonstrate responsible behavior, a trusting attitude towards the world, a predisposition to mutually beneficial and pleasant contacts with other people.
Linked Data as Medium for Stigmergy-based Optimization and Coordination

Optimization through coordination of processes in complex systems is a classic challenge in AI research. A specific class of algorithms takes for this inspiration from biology. Such bio-inspired algorithms achieve coordination and optimization by transferring, for example, concepts of communication in insect swarms to typical planner problems in the AI domain. Among those bio-inspired algorithms, an often used concept is the concept of stigmergy. In a stigmergic system, actions carried out by members of the swarm (or, in AI domains, by single agents), leave traces in the environment that subsequently work as incentive for following agents. While there is a noticable uptake of stigmergy as coordination mechanism in AI, we see the common understanding of one core element of stigmergic systems still lacking: The notion of the shared digital stigmergic medium, in which agents carry out their actions, and in which traces left by these actions manifest. Given that the medium is in literature considered the element “that underlies the true power of stigmergy”, we believe that a well-defined, properly modelled, and technically sound digital medium is essential for correct, understandable, and transferable stigmergic algorithms. We therefore suggest the use of read-write Linked Data as underlying medium for decentralized stigmergic systems. We first derive a set of core requirements that we see crucial for stigmergic digital media from relevant literature. We then discuss read-write Linked Data as suitable choice by showing that it fulfills given the requirements. We conclude with two practical application examples from the domains of optimization and coordination respectively.