Reviewerly/exHarmony huggingface dataset:
Analisis Sentimen Terhadap Kandidat Presiden Republik Indonesia Pada Pemilu 2019 di Media Sosial Twitter

The development of technology today has been growing rapidly and has an impact on the behavior patterns of people who feel it. The Ministry of Communication and Information (KOMINFO) released a data that of 265 million people of Indonesia, there are around 54% have used internet technology or about 143 million people. In one survey IDN Research Institute said that there are three Social Media that are widely used in Indonesia, namely Facebook, Instagram and Twitter. This study focuses on extracting data in the form of text produced from social media twitter that responds to the account of the RI presidential candidates in the 2019 elections. Sentiment analysis is obtained through tweet classification using sentiment analysis tools such as NRC Lexicon and Bing Lexicon so that information is obtained in the form of positive polarity and negative polarity from community tweets towards the Presidential candidates in the 2019 elections. Using March data before the 2019 election, for candidate 01 Joko Widodo, the NRC Lexicon analysis gave a value of 249 and bing lexicon of 267 with an average value of 0.11, while for candidate 02 Prabowo Subianto the NRC Lexicon analysis gave a value of 195 and bing lexicon of 204 with an average value of 0.085. Using april data after the 2019 election. Candidate 01 Joko Widodo still received a lot of responses from netizens but the sentiment value shifted more negatively compared to candidate 02 Prabowo Subianto. For candidate 01 Joko Widodo the NRC Lexicon analysis gave a value of 17 and bing lexicon of -273 with an average value of -0,246, while for candidate 02 Prabowo Subianto the NRC Lexicon analysis gave a value of 238 and bing lexicon of -73 with an average value of -0.02430939.
A Version of Libviso2 for Central Dioptric Omnidirectional Cameras with a Laser-Based Scale Calculation

Monocular Visual Odometry techniques represent a challenging and appealing research area in robotics navigation field. The use of a single camera to track robot motion is a hardware-cheap solution. In this context, there are few Visual Odometry methods on the literature that estimate robot pose accurately using a single camera without any other source of information. The use of omnidirectional cameras in this field is still not consensual. Many works show that for outdoor environments the use of them does represent an improvement compared with the use of conventional perspective cameras. Besides that, in this work we propose an open-source monocular omnidirectional version of the state-of-the-art method Libviso2 that outperforms the original one even in outdoor scenes. This approach is suitable for central dioptric omnidirectional cameras and takes advantage of their wider field of view to calculate the robot motion with a really positive performance on the context of monocular Visual Odometry. We also propose a novel approach to calculate the scale factor that uses matches between laser measures and 3-D triangulated feature points to do so. The novelty of this work consists in the association of the laser ranges with the features on the omnidirectional image. Results were generate using three open-source datasets built in-house showing that our unified system largely outperforms the original monocular version of Libviso2.
A Motion Planning Method Addressing Arbitrary Lots for Autonomous Parking Vehicle

Considering the particularity of the parking scene, an improved hybrid A* algorithm is proposed in this paper. In order to apply to a variety of regular lots, and satisfy requirements of comfort and meet the vehicle nonholonomic constraints, the cost rules employ driving direction and steering angle, and the heuristic rules combine RS length and Euclidean distance of eight neighborhood expansion. The improvements of collision detection and velocity planning method have also been introduced. According to the regular conditions, 5 parking scenarios of 0/30/45/60/90° lots are designed to verify the improved hybrid A*. And the algorithm is compared with A* algorithm. The results show that the improved algorithm could generate the vehicle executable parking trajectory, and can adapt to the regular parking scenarios. By 1000 cyclic planning experiments, the time consumption is less than 120ms, which means the improved algorithm has good real-time performance. And through 369 tests at different starting points, the success rate is no less than 97% compared to A*, which illustrates the strong generality of the improved A*.
SOCIAL NETWORKS AS A COMPONENT OF EDUCATIONAL AREA OF THE HIGH SCHOOL

Currently, there is an active process of expanding the educational space, including the higher education of the Russian Federation, at the expense of informatization. Informatization of educational area of higher education is impossible without using web-technologies and, such as social networks. The authors of the article suggest social networks to be understood as a working version of an “interactive multi-user website that implements a network social structure consisting of a group of nodes — social objects (groups of people, communities) and links between them (social relationships), on the basis of which participants can establish relationship with each other. Currently, there are several main functions of social networks: educational; adaptive (acts as a resource of adaptation); compensatory (replacing institutional mechanisms of adaptation); informational (supports communication between authors of social interaction); transit (allows an individual to make the transition along the social ladder); coordination; social support functions (strengthen communication within and outside the network) and the function of a sociocultural marker. Social networks, speaking as a special social space of the Internet, have become the sphere in which traditional forms of socialization and social relations are transformed, and communication as a type of leisure activity becomes possible not in the traditional form of direct live communication, but acquires the features of simple communication. The authors state that at present using social networks in the educational area of the higher school of the Russian Federation is minimal. The network educational community on the basis of a social network - a virtual educational environment - is necessary, first of all, for students who have difficulties in communicating directly or need additional knowledge and skills that an educational institution cannot provide. From the point of view of education, social networks can be: freely available (non-specialized networks for which professional communities are not paramount and purely professional communities of practice) and in a corporate format (free-access networks; not specialized (“general profile” network)). The advent of Web 2.0 has expanded the possibilities of using social networks in education, has changed the attitude to the Internet as a whole, and teachers have begun to more actively use the Internet services for educational and educational purposes, in extracurricular activities and creative activities. It has already been experimentally proven that network communities can serve as pedagogical practices for development: co-thinking, tolerance, mastering decentralized models, critical thinking.
Improving Affective Computing Based on Semantic Analysis

The emotional expression of normative documents, such as annual report of listed companies, is tightly bound to public interests.However, sentiment analysis in such documents is confronted with difficulties in domain adaptability, tagging, and feature extraction.In order to improve the performance of sentiment analysis for unstructured text in reports, a finegrained affective computing method based on semantic analysis was employed in this study to analyse the emotional characteristics of texts.According to the characteristics of corpus and knowledge base, the training corpus could be automatically indexed using general sentiment lexicons.The polarity of candidate emotion words in reports was distinguished via the word vector method.A sentiment lexicon oriented to the field of reports was constructed.Combined with semantic rules, a text affective computing method was proposed.The accuracy of the method was verified by experiments.Results demonstrate that the thresholds for distinguishing positive and negative reported emotional values are 0.7 and 0.5, respectively.The expanded domain emotion words can be effectively introduced into the emotion calculation method based on semantic analysis.In contrast with the bag-of-words method used in previous studies, the proposed affective computing method based on semantic analysis can provide more accurate emotional representation of text.F value is significantly improved on the same data set.The proposed method optimizes the performance of sentiment analysis in unstructured texts.
CASE-METHOD AS AN INSTRUMENT FOR REFLECTION DEVELOPMENT

The publication reveals and experimentally confirms key opportunities of using a case method for developing reflection, which include: organization of personal experience awareness and learning new subject identifications, identities, and positions. It is shown that the process of developing reflection is unfolding through the organization of decentration, reconstruction, subjectivation, objectification and approbation of new experience. Two versions of reflection development (toward self-development (reflection of the reflection) and toward system informa tion processing) received experimental confirmation. It was determined that due to organized work with the case, a reflection tendency toward distortions, characteristic of youthful age, was significantly changed toward the subject's true representation of his reflection. The diagnostic, developmental and control characteristics of the matrix reflexive form, which represents the modal-intentional model of reflection, were indicated.
THE FORMATIVE ASSESSMENT OF LEARNING OUTCOMES IN THE DESIGN AND TECHNOLOGICAL ACTIVITY OF PUPILS IN SECONDARY EDUCATION INSTITUTIONS

The purpose of the article is to determine the essence of the formative assessment and the leading conditions for its introduction in technology (labor training) lessons in the new Ukrainian school. Formative assessment is considered as a leading tool for evaluating students' learning outcomes in terms of competency learning. The essence of the formative assessment is formulated. The conditions and main stages of the formative assessment of students in the process of design and technological activity are revealed.Methodical approaches to the introduction of formative assessment of students in the lessons of work training are considered, its possibilities for using the formative assessment by the teacher are revealed. The educational possibilities of project activity for realization of formative assessment of students are analyzed.The process of evaluating students' learning activities, which is dominated by the student's online position, should be done through an assessment technology that takes into account the learner's subjectivity in the educational process, that is, his or her personal active participation in evaluating the results obtained.An analysis of the literature and information sources on this issue suggests that the most well-known and current assessment technology that takes into account the subjective nature of the learner in the educational process is formative assessment.Today, more and more definitions of formative assessment, which are based on the ideas of constructivism, are being increasingly offered – an interactive assessment of student progress that enables teachers to identify students' needs and adapt the learning process accordingly. A promising area of research on this topic is the development of a methodological system for organizing the project activity of students based on the technology of formative assessment.
Data Circulation Blockchain Model Construction and Data Access Management

Abstract This paper proposes a controllable Blockchain-based data circulation model. In this model, smart contracts stipulate that data circulation is carried out according to law, and laws and regulations to be followed in data circulation are written into system hardware and software. The supervision and execution of the law is automatically completed by the system. Through the risk assessment of the model, it can be seen that the data circulation Blockchain model has the characteristics of regionalization, security, credibility, collective maintenance, and non-tampering. It is suitable for solving the problem of data sharing and changing the circulation of data. The model promotes the in-depth integration of law and computer technology and promotes the process of legal automation.
Model of designing resources of Moscow E-School in the subject area “Mathematics” of basic general education

Introduction and goal. The article deals with the actual problem associated with the development of various methodological aspects of preparing scripts for math lessons in the Moscow E-School (MESH), which have not yet been considered in the methodology, which will help the mathematics teacher to get involved in active and productive work on the use of a new electronic resource. Research objectives were deﬁnition of approaches to the development of a typology of scenarios of math lessons in MESH and creation of a model of the most popular types of scenarios. Materials and methods. The deﬁnition of approaches to creation of typology of scenarios of lessons of mathematics was carried out on the basis of the analysis of scientiﬁc literature, analytical activity, a method of modeling and carrying out questioning of workers of education. Results. The most often applied types of scenarios for mathematics lessons which can be created by the teacher by means of the available MESH resources have been developed and described. Such types of scenarios reﬂect the model made on a basis of system-activity approach, and include motivational, activity, control and reﬂective blocks. The proposed model provides for the possibility of a uniﬁed representation of scenarios. Conclusions. The application of the developed approaches will ensure the eﬃciency of work of the teacher, rational use of software, technological advantages and key opportunities of tools of MESH, will facilitate search of the necessary scenario in MESH.
IMPROVING STUDENTS’ READING COMPREHENSION THROUGH KWL (KNOW, WANT TO KNOW, LEARN) STRATEGY

&lt;div class="page" title="Page 1"&gt;&lt;div class="layoutArea"&gt;&lt;div class="column"&gt;&lt;p&gt;&lt;span&gt;This article is a report of a classroom action research that aimed at finding out how KWL strategy could be implemented effectively in improving the &lt;/span&gt;&lt;span&gt;students’ &lt;/span&gt;&lt;span&gt;reading comprehension, to what extent KWL strategy could improve &lt;/span&gt;&lt;span&gt;the students’ reading comprehension, and how the classroom situation was when &lt;/span&gt;&lt;span&gt;KWL strategy was implemented in the reading class. The classroom action research was conducted in two cycles. Each cycle comprised planning, acting, observing and reflecting. The qualitative data were collected through observations, questionnaires, and interviews while the quantitative data were obtained through tests. Some findings are obtained in this research. The first finding is that KWL strategy could be implemented effectively because of the &lt;/span&gt;&lt;span&gt;students’ ability to use their prior knowledge &lt;/span&gt;&lt;span&gt;and activate their critical thinking to predict the text, all of which caused them to have better performance in comprehending the text. An effective way of implementing KWL strategy could be developed and applied due to a) a clear explanation of KWL steps to the students, b) the use of new and familiar topics, c) the use of visual representations of the assigned text, d) the use of group discussions and individual activities, and &lt;/span&gt;&lt;span&gt;e) the teacher’s guidance during the teaching and learning process. &lt;/span&gt;&lt;span&gt;The second finding is that &lt;/span&gt;&lt;span&gt;the strategy could improve the students’ reading comprehension in &lt;/span&gt;&lt;span&gt;their skills of finding main ideas, explicit information, implicit information, and word references, and understanding word meanings based on the context. The third finding is that the strategy promoted a better classroom situation.&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;
MEMBANGUN MEDIA PEMBELAJARAN 7 KEAJAIBAN DUNIA BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL KELAS VI

Educational Equity in Indonesia is categorized low, it is approved by decreased amount of facilities used in learning process. There are finded in only particular sectors like city, then in village and minorities have not been got the same right. The using of learning media is so helpful in delivering the material among to the students and can be used as dynamic teaching material so it can help in catching and understanding the material. Augmented reality is one of technological development that can be used in making learning media in android operation system with using marker as object reader such as seven wonders of the world. The using of augmented reality makes the object more factual so it can increase students’s motivation in learning. The method used in making this media is Systems Development Life Cycle method followed as 1) Analysis, 2) Design, 3) Testing, 4) Implementation and 5) Maintenance. Testing in making learning media application seven wonders of the world is applied with using black box testing and media expert, material expert and users’s testing. The testing result presents this media can help teaching learning process with percentage average is 90.37 % got from media expert’s testing in 86,36%, material expert’ testing in 87,5%, and user’s testing in 97,27%. It means this learning media is so practiced.
Custom Validation Procedure for Tesys Recommender System

Designing, implementing and validating a recommender system represents a challenge that has been tackled within many e- Learning platforms. Still, each proposed approach has to take into consideration the particular underlying data workflow and wrap-up together appropriate mechanisms (i.e., memory based, model-based or hybrid) to obtain an effective recommender system. This paper presents a custom-designed validation procedure for a recommender system that has been previously developed and integrated into Tesys e-Learning platform. The recommender system is evaluated in terms of correctly recommending concepts of study, in accordance with the learner's particular knowledge level measured by previously taken tests and the knowledge of all other learners that have answered quizzes in the same learning context. Experimental results show an increase of the percent of correctly recommended concepts over time. Within the validation mechanism, a comparative analysis with two test scenarios shows that proposed recommender has an increase in value for the percentage of correctly recommended concepts. The custom proposed evaluation procedure may quickly evaluate further improvements of the recommender system.
From Fax to Blockchain: Sharing Health Information Democratically and Safely.

Information sharing in healthcare remains an unsolved problem despite a plethora of standards and architectures. Effective information sharing is difficult because of the heterogeneity of health information users and data sources, organisational, ethical and legislative constraints and the very demanding requirements of clinical practice. This paper argues that the key requirement of a viable sharing architecture is to support trust in the system and between stakeholders. It uses the concept of a "democratic" approach where citizens can control and verify the use and sharing of data about them and identify ways that some of the value extracted from the data could be assigned to the patient themselves. The reasons for the survival of obsolescent methods are used to inform the design of a proposed citizen-centric architecture using blockchain technology.
Pengembangan Multimedia Pembelajaran Berbasis Lash Animation With Swish Max Siswa Kelas XI SMA Negeri 8 Kota Jambi

There are several factors that influence learning, including teacher factors, student factors, facilities, tools and media, and the environment. Educators should pay attention to factors that influence learning. The task of the teacher in the learning process, in addition to conveying information, also diagnoses learning difficulties students select teaching materials, supervise learning activities, stimulate student learning activities, provide learning guidance using media, strategies, and methods. Teachers and students are required to master the science and information technology of communication continuously. Teachers need to keep abreast of the development of communication information and science so that they can deliver the latest learning material that is useful for the lives of students in the present and future. The thing that stands out in Swishmax is that the work can be exported into the SWF file format, which is the file format used by Macromedia Flash. Therefore, swishmax animations can be played on any personal computer that has a flash player installed. Swishmax animations can be inserted into web pages, or imported into macromedia flash documents or even in Microsoft Power Point documents. When compared to adobe flash, Swishmax is easier to learn and use for beginners, because the tools available are more user friendly. From the description above it can be concluded that Swishmax is not only multimedia software that is only capable of creating dynamic multimedia, but more than that, it is capable of displaying multimedia that is very interactive.
System Calibration for Panoramic 3D Measurement with Plane Mirrors

In this paper, we propose a system calibration method for panoramic 3D shape measurement with plane mirrors. By introducing plane mirrors into the traditional fringe projection profilometry (FPP), our system can capture fringe images of the measured object from three different perspectives simultaneously including a real camera and two virtual cameras obtained by plane mirrors, realizing panoramic 3D shape reconstruction only by single-shot measurement. Furthermore, a flexible new technique is proposed to easily calibrate the mirror. In the proposed technique, the calibration of the mirror is discussed mathematically to ensure the effectiveness and rationality of the calibration process, it only requires the camera to observe a set of feature point pairs (including real points and virtual points) to achieve the solution of the reflection matrix for plane mirrors. The acquired calibration information is used to convert 3D point cloud data obtained from real and virtual perspectives into a common world coordinate system, making it possible to obtain full-surface 3D data of the object. Finally, benefited from the robust and high-performance calibration method, experimental results verify that our system can achieve high-accuracy and panoramic 3D shape measurement.