Reviewerly/exHarmony huggingface dataset:
Echo Boomers’ Habitation in Language Politeness

The development of language politeness activities under the Participatory Action Research (PAR) category which aims to provide understanding and guidance to the echo boomers of Islamic boarding schools in communicating well and politely to the community, whether they are older or younger than them. The method used in this activity is coaching which is carried out by lectures, discussions and questions and answers. This coaching is aimed at the echo boomer of the Al-Junadiyah Biru Islamic Boarding School, Bone Regency, which was followed by 22 students. The coaching of politeness in the language of echo boomers to form echo boomers can be seen by the good use of calls when communicating with young people, peers, and also with older ones. Using polite words such as ki ', iyye, etc, not raising the tone of voice, being polite when speaking or dealing with the other person, such as the word expressing tabe'. The material provided by the lecture method is used to explain several things, including the meaning of politeness in language, why is it necessary to be polite in language, and the benefits of politeness in language. The habit of politeness language forms politeness in communicating at the echo boomer of Al-Junaidiyah Biru Islamic Boarding School in Bone Regency in interacting in daily life, namely by directing, coaching, monitoring and modeling.
The design guide and scenario of virtual reality education APP

Virtual reality education App is the product of the application of virtual reality technology in education, it is a new paradigm of educational technology in the digital age. In this study, Kano model was used to assess the learners' needs for specific design elements in the virtual reality education App from the perspective of user needs. Through the survey method verification, the learner has the high expectation to 7 attributes, carries on the optimization design to these aspects to have the good effect. According to the results, the concrete design scheme of virtual reality education App is summarized in order to guide the development of virtual reality education App in the future.
Multiphase pointing motion model based on hand-eye bimodal cooperative behavior

Pointing, as the most common interaction behavior in 3D interactions, has become the basis and hotspot of natural human-computer interaction research. In this paper, hand and eye movement data of multiple participants in a typical pointing task were collected with a virtual reality experiment, and we further clarified the movements of the hand and eye in spatial and temporal properties and their cooperation during the whole task process. Our results showed that the movements of both the hand and eye in a pointing task can be divided into three stages according to their speed properties, namely, the preparation stage, ballistic stage and correction stage. Based on the verification of the phase division of hand and eye movements in the pointing task, we further clarified the phase division standards and the relationship between the duration of every pair of phases of hand and eye. Our research has great significance for further mining human natural pointing behavior and realizing more reliable and accurate human-computer interaction intention recognition.
Creating Virtual Worlds with the Virtual Human Toolkit and the Rapid Integration &amp; Development Environment

The research and development of virtual humans, and the virtual worlds they inhabit, is inherently complex, requiring interdisciplinary approaches that combine social sciences, computer science, design, art, production, and domain expertise. Our previous work in managing this complexity has resulted in the release of the Virtual Human Toolkit (VHToolkit), aimed at lowering the burden of creating embodied conversational agents. In our current efforts, we are integrating the VHToolkit with the Rapid Integration &amp; Development Environment (RIDE), a rapid prototyping modeling and simulation middleware platform that leverages real-time game engines. This integration results in the ability to mix and match commercial AI services from AWS, Azure, and Google, as well as leverage novel 3D geospatial terrain creation pipelines. Combined with dedicated authoring tools that have been developed through human-centered design processes, the platform enables researchers, developers, and domain experts to rapidly create digital worlds with virtual humans for both military and civilian contexts. Our approach is highly interdisciplinary, including academia, government, and industry collaborators. The demonstration shows a user interacting with an embodied conversational agent embedded within real-world captured and virtualized terrain. Further research and development features of the platform are shown, including scripted agent behaviors, networked team play, and machine learning interfaces.
An Improved Body Operations Mitigating VR Sickness through Stepping Gaming Mat

Devices related to VR technology and applications using them are quite popular recently. The VR technology allows the users to perform various moving operations in the virtual space. Usually, the users use some controller devices to move in the virtual space. Since the field of vision is not linked to the physical movements of the user, only the scenes around the user changes without body movements. This mental gap between sights and bodies in the real world is said to lead VR sickness. In the previous study, we have implemented a user interface using to mitigate the VR sickness. The interface consists of a fitness device, which slides both feet to the left and right, provides moving feeling of up and down in the virtual space according to the user’s movements. In order to move forward, the users swing their arms back and forth with VR controller in both hands as if they were walking. To change direction, they swing only one arm. We have observed that this method reduces VR sickness while enhancing their immersive feeling. On the other hand, since the users’ operations are limited to gestures by legs and arms, the users cannot perform their moving operations as quick as operations using the buttons and sticks of controllers. In addition, it is hard to perform complex operations due to the nature of the fitness equipment and the acceleration of the controller held in their hands as input data. We have designed and implemented a new system that solves those problems while keeping a certain degree of immersive feeling by using a music game mat instead of fitness equipment. We have tried to extract more information from the foot movements. On the music game mat, arrows and symbols are drawn, and when the users perform stamping and apply certain pressure patterns, they can convey their wills to the system. For example, when the users want to move forward in the virtual space, they just perform stamping their right and left foot alternately on the forward-arrow symbols. The users can adjust their moving speed in the virtual space through changing the stamping frequency. If the users stamp right or left turn marks, they can change the moving directions. If the users stamp right and left initial position marks simultaneously by their feet and then release their feet after a few seconds, they can jump a certain height proportional to the stamped period. Thus, by inputting certain stamping patterns on the gaming mat, the users can perform various moving operations according to the patterns. To demonstrate the feasibility of our method, we have conducted numerical experiments on both our method and conventional methods in the same conditions. As preliminary experimental results, our method gives users more immersive feeling than conventional methods and equally excellent immersive feeling of our previous method, and to improves the response time greatly and to contribute the reduction of VR sickness as well.
Conceptual Exploration of Contextual Information for Situational Understanding

The Army is often required to deploy soldiers into dangerous situations to offer assistance and relief. When deployed, these soldiers need to be aware of the potential dangers, properly assess the level of possible threats, and make the best choices to respond. One solution for this problem space is to have an intelligent system that recognizes scenes which may contain danger, regardless of the type or timeframe associated with that danger. This type of system would help make decisions about what to do in situations where danger may be prevalent. Thus, creating an intelligent system that could identify the scene and contextual information, for example, potential dangers, would provide greater situational understanding and support autonomous systems and solider interactions. As a proxy for representing scenes that may be similar to those encountered by soldiers, a set of images of natural or manmade disasters were selected and used to identify strengths and weaknesses in existing models for this type of intelligent system. In this work, images from CRISISMMD, a dataset of natural disasters tweets, as well as other images of disasters in the public domain which do not belong to any particular dataset, are used. For the initial phase of the work this dataset was used to determine and showcase the strengths and weaknesses of existing object recognition and visual question answering systems that when combined would create a prototype intelligent system. Specifically, YOLO (You Only Look Once), augmented with Word2Vec (a natural language processing (NLP) system which finds the similarities of different words in a very large corpus) was selected for performing the object recognition (Bochkovskiy et al. 2020). This system was selected to identify objects further based on the presence of other, similar objects using the similarities between their names. Also, CLIP (Contrastive Language Image Pretraining), which identifies the probabilities of scenes based on a certain number of possibilities and BLIP (Bootstrapping Language Image Pretraining) (Li et al. 2022), an advanced visual question answering system which is also capable of generating captions for images were explored. In addition, a concept of an intelligent system where contextual information is identified and utilized can be used to support situational understanding.
Effects of listening to sutra chanting during breaks in on-demand lecture attendance

On-demand lectures are characterized by the fact that students themselves can freely arrange the lecture format, such as whether or not to take breaks during the lecture. This study aims to construct an effective lecture/training method suitable for on-demand lectures. Considering the time and location constraints of on-demand lectures, this study examines ways to provide adequate relaxation and a change of pace. Therefore, we propose listening to sutra chanting as an effective method during breaks in on-demand lectures. The effects of sutra chanting are considered to be a calm mind, moderate stimulation and a change of mood. An experiment was conducted to confirm the effect of sutra chanting during breaks in on-demand lectures. The participants were 20 university students. As a result, when attending on-demand lectures, we sought changes in subjective evaluation of listening to the sutra chanting during breaks.
Building MechanoBeat

Knowing how and when people interact with their surroundings is crucial for constructing dynamic and intelligent environments. Despite the importance of this problem, an attainable and simple solution is still lacking. Current solutions often require powered sensors on monitored objects or users themselves. Many such systems use batteries [1-3], which are costly and time consuming to replace. Some powered systems connect to the grid, which may save swapping batteries, but at the price of restricted placement options. Other solutions use passive tags on monitored objects or require no tags at all, but many of these systems have prohibitive characteristics. For instance, camera-based systems [4,5] generally will not work if their view is occluded. Many other systems that rely on passive tags or do not use tags require direct line-of-sight or close proximity to work. As such, our goal was to design and develop small, cheap, easy-to-install tags that do not require any batteries, silicon chips or discrete electronic components, which can be monitored without direct line-of-sight.
Exploring the Application of Chaos Theory of Career in Career Education for University Students

The purpose of this study is to introduce the Chaos Theory of Career(CTC) and to explore specific ways to apply it to career education in domestic universities. For this purpose, the characteristics and major concepts of the CTC were introduced based on CTC-related studies and books through literature research methods. In addition, the study analyzed the studies that verified the effectiveness of CTC career education and explored ways to apply CTC-based programs to domestic universities. As a result, a plan to utilize various CTC-based programs within the framework of the four- step career education model (self- understanding, understanding of the job world, career planning, and career preparation) operated in career education of most Korean universities was suggested. This CTC-based education is expected to help students understand themselves from a more contextual point of view than the existing matching model-based education, and to improve career adaptability in the rapid change of the job world. In addition, it will contribute to promoting the possibility that planned things and unplanned happenstance can coexist rather than separate, and to positively view the uncertain situation as it is now.
A Study on the Proposal of Development Direction of ICC based on Performance and Case Analysis

In this study, LINC 1.0 and 2.0 have been performed, and in the context of LINC 3.0, the business direction of ICC was proposed based on the achievements or examples. To this end, literature analysis and case analysis methods were used as research methods. As a result of the study, first, it seems that the vision and goals of the ICC should be established and presented for each ICC installed in the university. Second, the ICC specialized subject field is the current industrial field and the future-oriented industrial field, and it has been found to be very related to the new industrial field recently promoted by the government. Third, it seems that it is necessary to deploy organizations and professionals who have achieved the vision and goals of the ICC, and to expand the participating entities. Fourth, various infrastructures that are the basis of ICC's operation should be established, and it is recommended that infrastructure such as equipment, systems, space, and operation platforms that are as practical as possible be built in connection with specialized topics while LINC projects are supported. Fifth, the businesses and programs operated by the ICC and the achievements generated here should be closely related to specialized topics, and these achievements should be closely related to self-reliance and brand. Sixth, the ICC consultative body is recommended to be formed on specialized topics, and based on this, it is necessary to create a consultative body that contributes to national development by driving not only university development but also global ICC development, but also profit generation as a benchmark case in the world.
Pemberdayaan Guru Sekolah Dasar Muhammadiyah dalam Pembudayaan Literasi Numerasi Era Pandemi Covid-19

Numeracy is a strong foundation for attitude and action during the Covid-19 period. The cultivation of numeracy literacy at SD Muhammadiyah PK Boyolali has not met expectations. There are three objectives of this activity. 1) Teachers master the strategy of cultivating numeracy literacy. 2) The teachers apply the strategy of cultivating numeracy literacy well, students are happy and accustomed to learning numeracy literacy. 3) There is an increase in students' numeracy literacy skills. The activity was carried out at SD PK Boyolali and Banyudono Boyolali, January-June 2021. Participants were 25 teachers and 114 students. The implementation method goes through three stages, namely workshops, implementation assistance and assessment. Results of the activity: 1) The teachers mastered the strategy of cultivating numeracy literacy well, shown in the learning tools. 2) The teachers apply the strategy of cultivating numeracy literacy by a) getting used to various strategies for various questions, b) giving enough time to try questions, c) inviting them to solve problems in other ways, d) inviting them to look at other possibilities, e) when facing difficult problems not avoided but using time to repeat and work on more questions, and f) flexibility in problem solving. The students are happy and accustomed to learning numeracy literacy by, a) practicing consistently, disciplined and continuously, b) studying mathematics material outside the school curriculum, c) avoiding looking at answers before trying to work on questions, d) practicing writing down answers systematically, and e) try to solve the problem in another way. 3) There is an increase in students' numeracy literacy skills, both in personal, socio-cultural, and scientific contexts.
Analysis of Research Trends on Teaching Ethics of Early Childhood Teachers: Focusing on the review of unethical problems occurring in an unfair environment of education

In a pluralistic society, the roles of early childhood teachers are gradually diversified, and teachers may face immense confusion in value judgment and decision-making in their relationship with children, parents, and communities they meet in the field. In this situation, ethical decision-making and teaching behavior practice. In order to develop students' abilities, it is necessary to have more practical research on teaching profession ethics . The present study was conducted with the purpose of invigorating research that promotes practical improvement of teaching ethics and heightens interest in the importance of teaching ethics by analyzing the trends of previous domestic studies related to teaching ethics of early childhood teachers. . A total of 66 papers published in early childhood teacher teaching ethics journals published from 2002 to November 2022 were selected as study subjects.&#x0D; The research results are as follows. First, research trends by period related to teaching ethics of early childhood teachers increased rapidly from 2016 to 2022, accounting for 60.61% of all studies. Second, as for research trends by method, quantitative research was 72.46%. Third, as for the research trend by subject, 36.36% of the research on home and 58.82% of research on teachers were in the type of institution. Third, as for the research trend by content, 82.14% of the research on the analysis of teaching ethics-related factors took up 82.14% of them, and among them, 40.71% of work-related factors and 22.14% of individual-related factors appeared. %, followed by toughness at 6.43%. These research results suggest that more detailed research on the development of teacher education programs, policies, and tools that can enhance the awareness of teaching ethics should be conducted rather than research on the detailed factors that affect teaching ethics.&#x0D; As a conclusion, it is expected that the results of this study will emphasize the importance of teaching ethics and provide basic data necessary to establish effective research and alternatives to improve awareness and practice of teaching ethics.
The Dual Mediating Effect of Meta-cognition Support Psychological Class Environment and Self-directed Learning Ability in the Relation between Creativity and Future Creative Confluence Competency

The purpose of this study was to examine the dual mediating effect of meta-cognition support psychological class environment(MSPCE) and self-directed learning ability (SOLA) in the relation between creativity and future creative confluence competency (F3C). Data were collected from 511 college students in Seoul, South Korea. PROCESS macro by Hayes (2013) was used to analyze the collected data. There are two major findings. First, positive correlations were noted among creativity, F3C, MSPCE, and SOLA Second, MSPCE and SOLA showed the partial dual mediating effect in the relation between the creativity and F3C of college students. The study results indicate that MSPCE must be established and an environment and education plan for enhancing SOLA should be developed to improve F3C, which is a key competency in future society.
A Study on the Historical-Geographical View appearing in traditional ballad books of the early period of Joseon

In the early Joseon Dynasty, the three generations of Kwon Keun, Kwon Do, and Kwan Lam, who were in charge of the official sentences of the country, compiled the books such as Ungjesi, Yeogdaesenyeonga, Yongbieocheonga, Ungjesiju, which wrote history in the form of poetry.&#x0D; Kwon Keun showed the historical orthodoxy leading to Samhan, the Three Kingdoms, and Koryo after the Dangun and Kija and also tried to inform the necessity of the establishment of the Joseon Dynasty. He thought that Samhan led to the Three Kingdoms and the Kija led to Mahan, and he is pointing to the Taedong River as the land of the Kija.&#x0D; Kwon Do's view of the place name of the past in the Korean peninsula is getting stronger, but the early Goguryeo is rather confirmed in the land of Liaodong. This tendency continues in Yongbieocheonga. In Yongbieocheonga, most of the place names appearing in the process of establishing Goguryeo are confirmed in the Korean peninsula, and Balhae is connected with Malgal. Centralism on the Korean Peninsula is strengthening in Yongbieocheonga.&#x0D; Kwon Lam's book, in the Ungjesiju, the confidence of Joseon in the stabilization period is reflected, and the record of the uprising with China is recorded in detail. And it shows great interest in the Liaodong area, including the early designation of Hyendo and Goguryeo. The territorial awareness shown here contributes to the establishment of the territorial view that historians of the late Joseon Dynasty had.&#x0D; Therefore, the recognition of historical geography in the traditional ballad books of the early period of Joseon can be said to have played an important role in establishing the territorial view in the early and late Joseon Dynasty.