Reviewerly/exHarmony huggingface dataset:
Exploring the characteristics of immersive technologies for teamwork

Teams are essential components of Defence Organisations where teamwork errors, whilst rare, can lead to fatal consequences (Baker, Day, & Salas, 2006). Due to the increased costs and risks of live training, these organisations are increasingly employing synthetic team training solutions. These are advocated as effective media for the training of teamwork (Delise, Allen Gorman, Brooks, Rentsch, & Steele-Johnson, 2010), with a growing interest in the adoption of immersive Virtual Reality (VR) systems. However, these technologies come with an increased cost of content development (Bogan, Bybee, & Bahlis, 2019) and are generally met by a resistance to change. Although, there is anecdotal evidence of a training benefit of immersive technologies, there is an opportunity to explore whether their innate features support teamwork. Therefore, in order to justify the procurement of immersive team training systems, there is a need for empirical research to ascertain the optimal technology architecture for training teamwork. In this paper we describe early results to empirically explore the support offered by technological immersion, presence, and psychological fidelity for teamwork. Specifically, we looked to examine the relationship between these constructs and their effect on participants’ perceived ability to engage in teamworking behaviors. Participants were divided into 6 teams of 4 and were asked to play a co-operative COTS video game (PayDay 2) with either a desktop set-up (low immersion) or an HMD set-up (high immersion). The results suggest that participants in the HMD condition reported lower teamwork, lower presence, lower usability, and higher workload, when compared to the ones in the Desktop condition. We conclude that participants’ lack of familiarity with the VR system may have represented an additional source of extraneous cognitive load, impeding them from engaging in teamwork as well as the participants in the Desktop condition. Lessons learned and implications for practice are discussed.
MEANING-CENTERED MANAGEMENT OF THE VIRTUAL EDUCATIONAL ENVIRONMENT IN THE ACADEMIC TRAINING OF PEDAGOGICAL SPECIALISTS

As the last institution at the end of the education system, the university is committed to preparing competent professionals for each field of expertise, including future teachers. An essential goal in the training of pedagogical specialists is to get to know the potential of the personality and to enhance its development at all key levels. The situation with Covid-19 has highlighted its growing importance, given the urgent need to transition from face-to-face learning to distance education. In the course of the rapidly spreading epidemic, the role of ICT in education became clear. It has been proven that in the conditions of global crisis it is the information and communication technologies that successfully mediate the learning process. It was found that digital competencies are vital for the subjects in the pedagogical interaction, because they ensure the dialogue in the virtual educational environment. Undoubtedly, the foundation of its qualitative implementation affects the motivation for selfactualization of interacting between teachers and students. After identifying the need to improve the quality of distance education, this article presents the advantages of meaning-centered management of virtual educational environments in the academic preparation of pedagogical specialists. The following questions become relevant: (1) What is the meaning?; (2) What will develop?; (3) How will it be formed?, which respectively constitute the conceptual, personal and activity aspect of the pedagogical interaction from a distance.
PENGEMBANGAN MEDIA VIDEO POWTOON SEBAGAI LAYANAN INFORMASI UNTUK DISIPLIN BELAJAR SISWA SMP DI BANJARBARU

In learning activities will not be separated from the rules and regulations that apply in schools. Students are required to be able to behave in accordance with the rules in force in the school, the importance of education in schools makes students realize that it is very important rules that must be obeyed. Discipline is an important issue in the learning process without discipline, students cannot follow good lessons. So far the teacher in general has provided guidance and counseling services through lectures, questions and answers, and advice. One effort that can be done by the teacher guidance and counseling is to use video powtoon as an alternative to convey information to students. In this study, researchers used R&amp;D research, Media Information Services Development Using Video Powtoon for Student Learning Discipline adapted from the development strategy of Borg &amp; Gall (in Sugiyono., 2018). Validation is done by counseling guidance experts, media experts, and user tests there are 4 aspects that are assessed namely the usefulness, feasibility, accuracy, and attractiveness. For the results of the video discipline assessment of learning discipline from counseling guidance experts, media experts, and user test researchers get the category "Very Eligible". Expecting information service media products using this powtoon can be implemented to increase knowledge about the discipline of learning and can improve the discipline of learning in students.
A FIELD GUIDE TO SONIC BOTANY: THOUGHTS ABOUT ECO-COMPOSITION

Abstract Sonic botany is an ongoing project that I have been developing over the past few years. It incorporates natural artefacts: dry leaves, pods, flowers, branches, rocks, bones and other organic findings. These are used as musical instruments that are played on with a scientific/musical tool: tuning forks in various frequencies. The vibration from the tuning forks resonates through the natural artefacts which amplify the vibration and – via sound – reveal the texture, size, material and condition of the organic matter. This process generates new sonic material, new context and new forms of musical composition. The practice developed into several compositions and projects, a performance practice, a notation system and a way of listening. Here I share some of the insights I gained through this process, the tools and the compositional framework.
From Endogenous Growth Theory to Knowledge Economy Pyramid - Comparative Analysis of Knowledge as an Endogenous Factor of Development

The transition from the neoclassical model with exogenous input of technological progress perspective toward R&amp;D model with endogenous growth of knowledge perspective is not completed, but the premises of innovation, research, education, and entrepreneurship push the limits of labour-intensive economy to knowledge-intensive economy, where knowledge is a valuable resource for sustainable growth in the long-run and the role of Intellectual Capital is critical for increasing productivity and competitiveness. By introducing Intellectual Capital in the endogenous growth model, instead of Human Capital, we have the possibility to reflect better the difference between the market value of production and physical value. In the technological era, innovation and research are able to increase the market value comparing with the accounting value. In the 4th Industrial Revolution, this model is able to be changed dramatically if we take into account the possibility of machines to create knowledge through Artificial Intelligence, Internet of Things, new biotechnologies, new materials, and nanotechnology. For this reason, the more important action for the economic processes is to manage knowledge, starting with increased awareness, accurate measurement system, improved taxonomy, dedicated processes, and so on. In such conditions, the equation of growth theory has to be rewritten soon. The purpose of this research is not to provide a silver bullet of measurement Total Factor Productivity (TFP), but to understand better the part of productivity dedicated to the intangible and to validate this approach within the KEP model. Knowledge Economy Pyramid (KEP) is a valuable environment for incubating and accelerate knowledge in the process, as long as KEP model is creating a collaborative environment where the related stakeholders – universities, factories, technology providers, government, administration, local communities, clusters – are working together in order to achieve the objective of increasing productivity and competitiveness.
Automatic dual-axis solar tracker system design

Sunlight is one of the energy that can be used to generate electricity. Converting solar energy into electrical energy required a device called Photo-Voltaic (PV). However, output of PV hardly depends on the position of PV to the sun. The maximum PV output will reach when the sun position perpendicular to the surface of PV. Therefore, the device that can track the position of PV is needed. The aim of this research is to design a track solar system using Arduino and LDR sensor to follow the sun movement. This method will be applied to a 80 Wp solar panel. The output of the tracker solar system was compared to the fixed PV. The result shows that the output voltage of the tracker solar system reached 18. 81 V that was higher than the fixed PV about 18,56 V and the output current of the tracker solar system reached 4,27 A that was higher than the fixed PV about 4,19 A.
Offline Multi-Policy Gradient for Latent Mixture Environments

Reinforcement learning has been widely applied for sequential decision making problems in various fields of the real world, including recommendation, e-learning, etc. The features of multi-policy, latent mixture environments and offline learning implied by many real applications bring a new challenge for reinforcement learning. To this challenge, the paper proposes a reinforcement learning approach called offline multi-policy gradient for latent mixture environments. The proposed method uses an objective of expected return of trajectory with respect to the joint distribution of trajectory and model, and adopts a multi-policy searching algorithm to find the optimal policies based on expectation maximization. We also prove that the off-policy technique of importance sampling and advantage function can be used by offline multi-policy learning with fixed historical trajectories. The effectiveness of our approach is demonstrated by the experiments on both synthetic and real datasets.
Augmenting cognitive assessment with instruction‐less Eye‐tracking tests: A machine learning approach for detecting abnormal oculomotor biomarkers

Abstract Background Eye‐tracking technology is an innovative tool that holds promise for enhanced dementia screening, offering the potential of brief and quantitative assessment of cognitive functions. Critically, instruction‐less eye‐tracking tests may ameliorate some of the issues with complex test instructions and linguistic variations associated with traditional cognitive tests, and capture additional sensitive metrics of task performance. However, the extraction of relevant biomarkers from large, complex eye‐tracking datasets is non‐trivial. In this work, we introduce a novel automated way of extracting abnormal oculomotor biomarkers using machine learning from raw eye‐tracking data acquired during an instruction‐less cognitive test. Method A free‐viewing instruction‐less cognitive battery (5 minutes) was administered to healthy controls (N=553) and patients with a range of dementias (N = 30) [Figure 1]. Our method is based on self‐supervised representation learning: a deep neural network is initially trained to solve a pretext task that has well‐defined available labels. Here the pretext task is to identify distinct tasks ‐ scene perception, reading, episodic memory for scenes ‐ in healthy individuals from eye‐tracking patterns. Figure 2 visualises some features of eye‐tracking patterns that correspond to particular tasks. Once trained, this network encodes high‐level semantic information which is useful for solving other problems of interests (e.g. dementia classification) [Figure 3]. The extent to which eye‐tracking features of patients with dementia deviate from healthy behaviour is then explored, followed by a comparison between self‐supervised and handcrafted representations on discriminating between controls and patients. Result Based on the results of the handcrafted features, patients with dementia had significantly lower scanpath lengths than controls (z = ‐276.56, SE = 97.09, p =0.00439), consistent with less extensive and efficient scanning of the presented stimuli. The self‐supervised learning features showed higher performance in discriminating dementia patients from controls (F1 score (95% CI: [0.78, 0.82]) vs standard handcrafted features [0.62, 0.67]). Conclusion These results suggest that instruction‐less eye‐tracking tests can detect dementia status, even in the absence of explicit task instructions. We reveal novel self‐supervised learning features that are more sensitive than handcrafted features in detecting performance differences between participants with and without dementia across a variety of eye‐tracking‐based cognitive tasks.
Peer Review of "Burst Beliefs - Methodological Problems in the Balloon Analogue Risk Task and Implications for its Use"

Studies in the field of psychology often employ (computerised) behavioural tasks, aimed at mimicking real-world situations that elicit certain actions in participants. Such tasks are for example used to study risk propensity, a trait-like tendency towards taking or avoiding risk. One of the most popular tasks for gauging risk propensity is the Balloon Analogue Risk Task (BART; Lejuez et al., 2002), which has been shown to relate well to self-reported risk-taking and to real-world risk behaviours. However, despite its popularity and qualities, the BART has several methodological shortcomings, most of which have been reported before, but none of which are widely known. In the present paper, four such problems are explained and elaborated on: a lack of clarity as to whether decisions are characterised by uncertainty or risk; censoring of observations; confounding of risk and expected value; and poor decomposability into adaptive and maladaptive risk behaviour. Furthermore, for every problem, a range of possible solutions is discussed, which overall can be divided into three categories: using a different, more informative outcome index than the standard average pump score; modifying one or more task elements; or using a different task, either an alternative risk-taking task (sequential or otherwise), or a custom-made instrument. It is important to make use of these solutions, as applying the BART without accounting for its shortcomings may lead to interpretational problems, including false positive and false negative results. Depending on the research aims of a given study, certain shortcomings are more pressing than others, indicating the (type of) solutions most needed. By combining solutions and openly discussing shortcomings, researchers may be able to modify the BART in such a way that it can operationalise risk propensity without substantial methodological problems.
Topological and geometric patterns in optimal bang-bang protocols for variational quantum algorithms: Application to the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:mrow><mml:mi>X</mml:mi><mml:mi>X</mml:mi><mml:mi>Z</mml:mi></mml:mrow></mml:math> model on the square lattice

In this paper, we address the challenge of uncovering patterns in variational optimal protocols for taking the system to ground states of many-body Hamiltonians, using variational quantum algorithms. We develop highly optimized classical Monte Carlo (MC) algorithms to find the optimal protocols for transformations between the ground states of the square-lattice $XXZ$ model for finite system sizes. The MC method obtains optimal bang-bang protocols, as predicted by Pontryagin's minimum principle. We identify the minimum time needed for reaching an acceptable error for different system sizes as a function of the initial and target states and uncover correlations between the total time and the wave-function overlap. We determine a dynamical phase diagram for the optimal protocols, with different phases characterized by a topological number, namely, the number of on pulses. Bifurcation transitions as a function of initial and final states, associated with new jumps in the optimal protocols, demarcate these different phases. The number of pulses correlates with the total evolution time. In addition to identifying the topological characteristic above, i.e., the number of pulses, we introduce a correlation function to characterize bang-bang protocols' quantitative geometric similarities. We find that protocols within one phase are indeed geometrically correlated. Identifying and extrapolating patterns in these protocols may inform efficient large-scale simulations on quantum devices.
Pengembangan Media Racing Game Tematik Sub Tema Aturan Keselamatan di Perjalanan Bagi Siswa Kelas 2 Sekolah Dasar

The purpose of this study was to determine the valid value and feasibility of developing Thematic Racing Game media as a learning medium on the Safety Themes at Home and on the Travel Themes Safety Rules in Travel for Grade 2 Elementary School students in terms of the validation of media experts, material experts, and acceptance of the media by the teacher as well as student responses. The type of research used is the Research and Development (RnD) research proposed by Borg and Gall with modifications to the initial field trials and revision of trial results based on preliminary field trial analysis including: (1) Research and information collecting, (2) Planning, (3) Developmet preliminary form a product, (4) preliminary field testing, (5) Main product revision. Data collection was carried out through interview techniques and questionnaires / questionnaires to teachers and students of grade 2 SD Negeri 1 Wanayasa and SD Negeri 3 Wanayasa, Banjarnegara Regency. The results showed that the assessment of the validation test by media experts obtained a percentage of 96.73% with very good criteria and the validation test by material experts obtained an average percentage of 94.30% with very good criteria. The results of field trials obtained a percentage of teacher acceptance of 91.18% with very good criteria and a percentage of student responses with an average acquisition of 96.52% with very good criteria.
Maintainability Prediction for Object-Oriented Software Systems Based on Intelligent Techniques: Literature Review

The maintainability of the software is one of the most substantial aspects when assessing software product quality.It is known as the easiness with which the current software can be changed.In the literature, a great number of models have been suggested to predict and measure maintainability during various stages of the Software Development Life Cycle, to conduct a comparative study of the existing suggested models of the prediction, only few attempts have been done.This study hints at the basics about the manner of how to measure maintainability in the object-oriented (OO) design knowing that the maintainability will be measured differently at every level.Also, we will concentrate on the artificial intelligence technologies of these studies.
Development of Physics Learning Devices in High School Based on Science Technology Engineering and Mathematics (STEM) Assisted by Android in Dynamic Electricity Subject Matter

This research is a development research with a 4D development model. The study was conducted in class XII IPA 1 and IPA 2 in SMA Negeri 1 Moutong, each class consisted of 25 students. The instruments used were observation sheets, test questions and documentation. The data obtained consisted of experimental class data and control class data. For Cognitive tests in the experimental class, data were obtained that the percentage of graduation was 89%, while for the control class the percentage of graduation was 76%. For the attitude assessment, in the experimental class the total percentage of all meetings was 84,4%, while in the control class the total percentage of all meetings was 79%. For the Skills assessment, in the experimental class the total percentage of all meetings was 80%, while in the control class the total percentage of all meetings was 76%. For Percentage of Activity of Students, in the experimental class the total percentage of all meetings was 81,3%, while in the control class the total percentage of all meetings was 79,1%. Then from the process of analyzing Validity, Reliability, Difficulty Index, and Differences in the items it was found that, 24 items were received from a total of 25 items submitted. As well as in the interview results were found, namely a positive response from the teacher and students interviewed. The performance of the Android application is very good, able to calculate each score of the experimental class students in 0 (zero) seconds. So, it was concluded that the learning devices developed and assisted with Android were valid, practical and effective quality.
Registros en contexto (RiC): modelo conceptual archivístico

This article presents the conceptual model Records in Contexts (RiC-CM) and the ontology (RiC-O), which is a proposal of the International Archives Council for archival domain. Both proposals are deployed and analyzed, also gathering some comments from referents in the area in order to contribute to the understanding of the structure and foundation of RiC and provide an input for its evaluation and the difficulties of its practical implementation. The integration of digital archives with nearby domains such as libraries, galleries and museums as well as objects from other domains with which they were not traditionally related, incorporates the multidimensional perspective and is an opportunity of development for the archival field. Semantic web technologies, ontologies, linked data, RDF, SPARQL are an infrastructural actor to build that integration and refer for a change in the archiving world by inserting it into the web. The implementation of this proposal is an advance towards integration but it poses challenges to solve.
The Effect of Expressive Writing Programs on Post-Traumatic Stress Disorders Symptoms in Female Victims of Domestic Violence

The purpose of this study was to determine the effect of expressive writing on the symptoms of posttraumatic stress disorder in female victims of domestic violence. This research uses quasi-experimental methods (using the untreated control group design). Participants in this study were 10 women who are victims of domestic violence. Participants were assigned into two groups, experimental and control groups. The results showed that there was a significant effect between experimental group posttest scores with the control group (p=0,043), which means that the research hypothesis was accepted. From the results of this study also found that there is a decrease in scores of symptoms of posttraumatic stress disorder which measured using the Impact of Events Scale-Revised (IES-R) in participants in the experimental group. Keywords : expressive writing; symptoms of posttraumatic stress disorder; domestic violence.