Reviewerly/exHarmony huggingface dataset:
Language, Change, and Possible Worlds

This essay aims at the identification and discussion of specific methodological problems related to the study and the support of the digital transformation from the perspective of a discipline that is directly responsible, both as an observer and a driver: Business Informatics. After a short account of the history of information technology and its present constitution, a brief analysis of key aspects of the digital transformation will lead to the pivotal role of language and conceptual models in particular. To prepare systems for change, models need to incorporate abstractions that cover possible future worlds. From an academic perspective, this requirement is fascinating and challenging at the same time. It implies the problem of how to adequately justify the construction of possible worlds. Furthermore, it leads to the question of how we can think possible future worlds that are beyond the limits of the language we speak. Against this background, the paper proposes facets of a methodology of change.
TAMAN BACA DI BANJARBARU

Reading is one of the basic skills that must be mastered by everyone. However, the reading rate of people in Indonesia is very low. In fact, literacy conditions in Indonesia are now in crisis, which is also called a literacy emergency. Increasing interest in reading in the younger generation in Indonesia today is really important amidst so many technologies that are very rapidly developing. Therefore, Indonesia is currently so active at making movements to increase interest in reading. The purpose of this Community Library is to increase the reading interest of Indonesian people while providing adequate facilities for reading for the community. The design of Community Library uses architectural programming method. The process of this method is divided into two stages consisting of preparing a program that is an activity of analyzing data that led to architectural problems and designing designs that can solve problems. The digitalization of books can be used as a way to increase the children and adults interest in reading again. However, that still feels lacking, because it requires a more efficient steps that can further influence the interest in reading and attract the attention of the public to e interested in reading. One way to attract the reading interest of public to be interested in reading is to turn the library into a creative reading place. This is what underlies the thought of the Community Library. Creating a Community Library with the concept of Recreation Space is expected to help change people's view of reading which was boring to be fun. The design is a comfortable, varied, and fun reading space with complete facilities.
Simulation of an extension of Mallows-Bradley-Terry ranking model by acceptance-rejection method

This paper is concerned with the simulation of an extension of the Mallows-Bradley-Terry ranking probability model by the acceptance-rejection method. A Monte Carlo Markov Chain (MCMC) algorithm for the simulation of the model has been already proposed when the number q of items to be ranked is large, say more than 7. However, in most real life situations the number q of items to be ranked does not exceed 10, e.g., psycho physics, food testing, etc. Therefore, the proposed tool relies on appropriate choice of the constant and instrumental distribution by means of the well-known acceptance-rejection method to generate samples from the target distribution.
The VascuLens: A Handsfree Projector-Based Augmented Reality System for Surgical Guidance During DIEP Flap Harvest

Augmented reality technologies are increasinglybeing used to provide enhanced surgical navigation forsurgeons. The goal of such augmented reality technology is toimprove both the safety and efficiency of operations. TheVascuLens, a novel handsfree and focus free projector-basedaugmented reality system, is presented in this paper. Theproposed application for the VascuLens is for improvingvisualization of the vascular anatomy during deep inferiorepigastric perforator (DIEP) flap breast reconstruction. TheDIEP flap is a fasciocutaneous flap that is harvested based onperforating vessels 1-2mm in size and then connected underthe microscope to the internal mammary vessels in the chest tocreate a new breast mound after mastectomy. The VascuLenssystem aims to take preoperative CT scan data, register thepreoperative data to the patient on the operating room table,and project the segmented DIEP arteries directly onto thepatient. The novel aspects of the system include: 1) a handsfreeprojector, 2) a simple preoperative to intraoperative imageregistration technique that does not require a fiducial markeror camera, 3) and intraoperative surgeon-in-the-loop surgicalguidance. This paper describes the proof-of-concept Vasculensworkflow and reports the Vasculens accuracy. The accuracy isreported as a function of registration technique, patient bodytype, projector height and projector angle. Using the idealregistration technique, projector height and projector angle,the mean absolute point reprojection error is 1.7mm, making ita good candidate for DIEP flap breast reconstruction surgery.
IMPROVING STUDENTS VOCABULARY BY USING ANAGRAM GAME

The objective of this research is to examine the effectiveness of using anagram game to improve the vocabulary mastery of the eighth grade students at MTS NEGERI 2 DONGGALA by using Anagram Game. This research applied quasi experimental research which consists of two groups, namely experimental and control group. The population of this research was grade VIIIB as the control group consisting of 27 students and grade VIIIA as the experimental group consisting of 27 students. The instrument of the data collection used in this research is test. There were two tests in this research, pre-test and post-test. The tests were given to both groups. The data of this research was analyzed statistically. After analyzing the data, the researcher found that there was significant difference between the score of experimental group and control group. The score of experimental group was higher than control one. Therefore, t-counted (4.63) is higher than t-table (1.675). In other words, anagram game can improve the vocabulary mastery of the eighth grade students  by using anagram game. Keywords :  Improving, Vocabulary Mastery, Anagram Game . Tujuan dari penelitian ini adalah untuk melihat efektivitas dari penggunaan permainan anagram untuk memperbaiki penguasaan kosa kata siswa kelas delapan di MTS Negeri 2 donggala dari penggunaan anagram game. Penelitian ini menggunakan desain penelitian eksperimen semua yang terdiri dari dua kelas, yaitu kelas eksperiman dan kelas control. Sampel dari penelitian ini adalah kelas VIIB sebagai kelas control yang terdiri dari 27 siswa dan kelas VIIA sebagai kelas eksperimen terdiri dari 27 siswa. Instrumen pengumpulan data yang digunakan dalam penelitian ini adalah tes.  Ada dua tes dalam penelitian ini, pre-test and post-test. Tes diberikan kepada kedua kelas. Data penelitian ini dianalisis secara  statis. Setelah menganalisis data, peneliti menemukan bahwa ada perbedaan yang signifikan antara skor kelas eksperimen dan kelas kontrol. Skor kelas eksperimen lebih tinggi dari kelas control. Dimana, t-hitung (4.63) lebih tinggi dari t-tabel (1.675). Dengan kata lain, permainan anagram bisa memperbaiki penguasaan kosa kata siswa kelas delapan MTS Negeri 2 Donggala Kata kunci: memperbaiki, penguasaan kosa kata, permainan anagram
Quantifying the Benefit of Using Differentiable Learning over Tangent Kernels

We study the relative power of learning with gradient descent on differentiable models, such as neural networks, versus using the corresponding tangent kernels. We show that under certain conditions, gradient descent achieves small error only if a related tangent kernel method achieves a non-trivial advantage over random guessing (a.k.a. weak learning), though this advantage might be very small even when gradient descent can achieve arbitrarily high accuracy. Complementing this, we show that without these conditions, gradient descent can in fact learn with small error even when no kernel method, in particular using the tangent kernel, can achieve a non-trivial advantage over random guessing.
BANJARBARU MILLENNIAL LIBRARY

Technological advances have now mastered several aspects, namely in the world of education, fashion, lifestyle and the world of architecture. For example libraries, in the past, libraries were seen from the number of books collected and also how big the library building was but for now all that has changed, libraries are now required to be able to follow the wishes of its users. In this case the users are the millennial generation who have characteristics that are close to technology, like convenience and are free-spirited. According to a survey from the Boston Consulting Group and the University of Berkley about the millennial generation, the conventional reading interest of millennials has decreased and they prefer to use smartphones to read and libraries are considered unimportant to them. The design of the Banjarbaru Millennial Library uses the Behavioral Architecture method and the Blurring Architecture concept. This design aims to create a library in accordance with the characteristics of millennials who like freedom by implementing this freedom into its buildings
Dual stego-images Based Lossless Steganographic Scheme with Interval Scale Table

Lu et al. proposed a dual-image based hiding method uses the center folding strategy and the interval scale in 2018. Their method uses the variable k value to improve the hiding amount and image quality by setting the interval scale, where k is the total number of binary bits that a pixel can be hidden. However, the interval scale in the scheme is manually set, and different types of images need to be manually determined an appropriate interval scale. However, how to find a suitable interval scale is a difficult task. This paper automatically finds the most suitable interval scale table through the preprocessing process, and finds the optimal rules for different images. The experimental results show that the proposed method can effectively increase the amount of hiding payload while maintaining a good image quality.
Barriers In Improving Education Quality: A Case Study Of Rural India

The study was done in order to find out what are the barriers to education from the perspective of various actors involved therein, as per the census report of 2011. The report is based on a case study conducted in the school situated in village Sanathpur, District – Bhadohi, State- Uttar Pradesh. The main aim of our study was to find out what are the various factors that lead to poor quality of education. The villagehas much worse literacy rate than its state Uttar Pradesh. This means that somewhere quality of education hampering due to certain reasons which are still unknown. So in order to know and understand those reasons, a study has been conducted in which perspective of various actors upon the poor quality of education in the village was taken. Every actor stated the set of problems from their own perspective, and we framed certain solutions that will cater to the need of every party involved therein. In this report,we have focused on methods to improve children's participation as well as establishing a digital classroom in the village.
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Reconfigurable fuzzy logic system for high-frame rate stereovision object tracking

his study investigates the applicability of fuzzy logic control to high-frame rate stereovision object tracking. The technology developed in this work is based on utilizing a disparity map produced by the Stereovision Tracking System (STS) to identify the object of interest. The coordinates of the object are used by the fuzzy logic control system to provide rotation and focus control for object tracking. The fuzzy logic control was realized as a reconfigurable hardware module and implemented on Virtex-2 FPGA platform of the STS. The fuzzy reasoning was implemented as a reconfigurable look-up table residing in FPGA's internal memory. A set of software tools facilitating creation of loop-up table and reconfiguration of fuzzy logic control system was developed. Finally, the experimental prototype of the system was built and tested.
Modeling Opponent Strategy in Multi-Issue Bilateral Automated Negotiation Using Machine Learning

With the emergence of the World Wide Web, Electronic Commerce (E-commerce) has been growing rapidly in the past two decades. Intelligent agents play the main role in making the negotiation between different entities automatically.  Automated negotiation allows resolving opponent agents' mutual concerns to reach an agreement without the risk of losing individual profits. However, due to the unknown information about the opponent's strategies, automated negotiation is difficult. The main challenge is how to reveal the optimal information about the opponent's strategy during the negotiation process to propose the best counter-offer. In this paper, we design a buyer agent which can automatically negotiate with the opponent using artificial intelligence techniques and machine learning methods. The proposed buyer agent is designed to learn the opponent's strategies during the negotiation process using four methods: Bayesian Learning, Kernel Density Estimation, Multilayer Perceptron Neural Network, and Nonlinear Regression. Experimental results show that the use of machine learning methods increases the negotiation efficiency, which is measured and evaluated by parameters such as the rate agreement (RA), average buyer utility (ABU), average seller utility (ASU), average rounds (AR). Rate agreement and average buyer utility have increased from 58% to 74% and 90% to 94%, respectively, and average rounds have decreased from 10% to 0.04%.
Students' Response Toward Facebook as a Media in Learning Bahasa Indonesia

A tedious situasion of learning Bahasa Indonesia in this pandemic era makes Facebook become a choice to have a varied and interesting learning process. Therefore, it is necessary to conduct a research on the students` responses toward Facebook as a medium of learning. This is a descriptive qualitative research. The instrument used in this research was students` response questionnaires to Facebook as a learning medium which was distributed to 145 high school students in West Sumatera by using the google form. The link was distributed through the Whatsapp Group. The results of this study shows that students : [1] are familiar with, have downloaded and used Facebook; [2] saw Facebook as a positive, profitable and entertaining application; [3] (minority) saw Facebook as a negative, harmful, and unsatisfactory application; [4] like Facebook because they can get information; [5] mostly agree that the Facebook application is used as a medium for learning Bahasa Indonesia (listening, speaking, reading, and writing); [6] (minority) do not like to use Facebook due to many naughty and fraudulent accounts appear; [7] (mostly) have received information on procedural texts, short stories or narrative texts, explanatory texts, observation report texts, exposition texts, anecdotal texts, poetry texts and negotiation texts. Then, [8] a small proportion of students have never seen debates, saga, novels, dramas, lectures. Hence, it can be concluded that Facebook can be used as a learning medium to make the students motivated and enjoyed the learning process.&#x0D;
CHILDHOOD AND TELE-SCHOOL IN RURAL PRESCHOOLERS: REFLECTIONS BASED ON TEACHING EXPERIENCES PRIOR TO THE PANDEMIC

The global health emergency due to Covid-19 has raised proposals for social distancing that imply the reduction of physical contact between people, a measure that had direct effects in social areas of continuous concurrence, such as schools. In general, worldwide, it was decided to close schools at practically all educational levels and it was decided to transfer the functions assigned to the school in person to forms of remote teaching, called tele-education. Given the privilege of a policy for health prevention, confinement has caused stormy changes in the way of developing learning mediation processes, transferring to households the responsibility of co-tutoring the formal learning process. Here we present experiences and reflections on what the deployment of tele-education decisions with childhood is implying, and for this, we attract references to studies on the subject, geared to specific results of a project carried out in a rural area of Chiapas. Mexico, which helps us to ponder the position faced by educational institutions and actors in contexts with high social marginalization prior to the pandemic, and how to deal with the proposal of educational models of distance education.
Analysis and perception of a viscoelastic, frequency-dependent Finite-Difference Time Domain damping model of a drum

This study investigates the influence of viscoelastic damping parameters in a Viscoelastic Finite Difference Time Domain (FDTD) model on the sound of a drum head. Due to the strong nonlinearity between the complex, frequency-dependent Young’s modulus as a model input parameter and resulting damping frequencies and damping strength, this relation can no longer be analyzed analytically. One reference and eight altered membranes are constructed. Integrating the sound into minor third bands, nonlinear mode couplings due to viscoelasticity are found, relating to the real part of the Young’s modulus as well as to the Laplace-Transform parameter of the FDTD model. Furthermore, the perception of the sounds was investigated. The results are compared to the physical observation, showing variations in brightness and pitch. Hereby, the perception can be described as proportional to the physical analysis, as long as the variation of the Laplace parameter in one or more damped frequencies does not lead to a huge difference in the sounds decay time, which seems to distract the attention from other acoustical characteristics.
video based surveillance system and path prediction

We propose a method to Find and detect the criminal using facial recognition and find his further movement by predicting his path. As an important branch of Security and surveillance system, face recognition technology has the characteristics of convenient acquisition and high reliability that is widely used in the fields of information security, national security, Traffic monitoring and security and organizations like school, college. This project is to Detect Unknown or specified given persons(criminal) in Surveillance cameras at Traffic signals and predicting his probability path further then reporting to their nearby located control rooms .We used a CNN Algorithm to better accuracy and precision and open source for path prediction.
The Emerging Role Of Cloud Computing In Academic Sector – Bringing Innovation In Education

The emergence of Cloud Computing and its constituent tools and technologies have found profound relevance and are the prime force of success in any business sector. The adaption and operations of Cloud Computing technologies in the educational sector is still at a slower pace in comparison to others. The paper aims to highlight the importance of applying Cloud Computing technologies to various aspects of the education sector and primarily focuses on three specific target users namely students, teachers and the organization as a whole.Over the years, the education industry has come a long way. Teaching and learning are no longer confined to textbooks and classrooms and now reaches computers and mobile devices. Today, learners are always connected — whether they are on or off school grounds. At the same time, the right technologies like cloud computing empower them with real-world and career- ready skills. Technology plays a massive role in this disruptive change.
The Use of Interactive Methods in Teaching the Russian in Technical Universities of Kazakhstan

The article aims to consider business simulation games and empirical training abroad as a part of continuing education system with a focus on their practical significance and value for socialization for water management students. Programs of Moscow Timiryazev Agricultural Academy and foreign real and virtual simulation games scenarios were used as materials. The comparative method and the methods of modeling and visualization were applied. The examples of business simulation game implementations in the field of water management, including Aqua Republica, International Drought Tournament, Shariva and Ravilla, were studied and the main advantages of such games were pointed out. The two options of seasonal practice in Europe planned by the Russian State Agrarian University — Moscow Timiryazev Agricultural Academy and the experimental Canadian-Cuban program of training abroad were analyzed in detail as an example of the effective practical learning. After the comparison of Russian and foreign practices the formula of any new method in today’s higher education has been provided and the most effective blended learning methods have been pointed out. The results of the study can be used in the development of curricula and courses of agrarian higher educational establishments in Russia and abroad.
Factors Affecting Youths Towards Crime: A Case Study from Kathmandu, Nepal

Youths are taken as change agent for the society and development. So, it is necessary to groom them and motivate them towards sustainable development by understanding their problems and issues. The importance and values of youths to the nation should be understood. The literature has shown that the public’s view for increased youth crime is a relatively less researched area, however media has played a good role in this. Based on the data collected, this study highlights and ranks the variables that affect youths towards crime and how the issues can be solved.In Nepal, some steps been taken by the Nepal Government to prevent young offenders from re-offending the crime through various measures. Few of the development partners are also investing money in this sector too. The current approach to control the situation, the programs implemented are personalized approach based on the needs of the youths, training approach, education approach and support and guidance approach. Some level of improvements and quality must be developed to save the youths population for future.In Nepal, there is negative attitudes and perception of public, professionals’ people, community members towards youth. They are lacking direct and positive thinking to them. Perception is generated from the online news, televisions etc. This is the possible bias collected through that needs to re-address the issues on how the society deal with the problems play an important role.
Unsupervised Co-part Segmentation through Assembly

Co-part segmentation is an important problem in computer vision for its rich applications. We propose an unsupervised learning approach for co-part segmentation from images. For the training stage, we leverage motion information embedded in videos and explicitly extract latent representations to segment meaningful object parts. More importantly, we introduce a dual procedure of part-assembly to form a closed loop with part-segmentation, enabling an effective self-supervision. We demonstrate the effectiveness of our approach with a host of extensive experiments, ranging from human bodies, hands, quadruped, and robot arms. We show that our approach can achieve meaningful and compact part segmentation, outperforming state-of-the-art approaches on diverse benchmarks.