Reviewerly/exHarmony huggingface dataset:
Equity, Equality and Digital Inclusion: Evidence of practice from an Australian University

The pandemic caused by COVID-19 has created unprecedented and irreversible changes to higher education. It has put more pressure on universities to ensure continuation of learning in a remote mode. This paper reports on the experiences of undergraduate students and key staff in relation to digital inclusion in an Australian university. We conducted twenty-three interviews with learning and development specialists, librarians, information technology specialists, peer support leaders, course coordinators, teaching staff and undergraduate students. All participants were asked to describe their understanding of digital inclusion policies. Key staff members were asked for their understanding of equity and equality and how these were operationalized to ensure digital inclusion. The in-depth interviews were supported with documentary sources both internal and external to the university. The two main findings of this research are that digital inclusion policies must be communicated clearly and then linked specifically to equity or equality goals to ensure that digital literacy is achieved. The global pivot to remote work, learning and education has highlighted the importance of access and use of technology to bridge the gap caused by digital exclusion.
The Role of Strategic Physiognomy to Avoid the Strategic Drift

This study aims to analyze the role of strategic physiognomy in avoiding strategic drift in a sample of private commercial banks in the province of Baghdad the importance of the study lies in the scarcity of research that dealt with strategic physiognomy and its role in avoiding strategic drift in banks, the research sample. Therefore, this study is one of the first studies that dealt with these variables This study addresses a real problem that affects organizations, which is strategic drift The questionnaire was used to collect information by 155 of the administrative leaders working in banks, the research sample The results confirmed the existence of an effect of strategic physiognomy in avoiding strategic drift. The study concluded that there is an inverse correlation between strategic physiognomy and strategic drift Also, there is an effect of strategic physiognomy in strategic drift. The study recommended that the administrative leaders in the banks should pay attention to strategic physiognomy and adopt it as a philosophy that enables them to avoid strategic drift.
An Analysis of the Use of Verbal and Nonverbal Messages in WhatsApp Group Chats Done By Nk Students of English Department of Universitas Negeri Padang

Language is the oldest tool of communication which already exists from the first time humans were created. The use of language, at first and with the simplest form, is the form of nonverbal, which is language of symbol, sign, body language, face expression, and gesture forms. However, the study of language as a field of linguistics is the language in the form of words, or can be called as academic language. But, even academic language also has errors in their written conversation. Even less, these errors are done by the academic people itself. Based on the analysis of the data, it can be seen that there are 6 types of conversations occur in WhatsApp Group Chats “SASING UNP” and has 24% of error from total data that analysed was 118 utterances. However, another result of this research proved the hypothesis of researcher, which the dominant conversation happened, was used both verbal and nonverbal.
A method to enrich experimental datasets by means of numerical simulations in view of classification tasks

Classification tasks are frequent in many applications in science and engineering. A wide variety of statistical learning methods exist to deal with these problems. However, in many industrial applications, the number of available samples to train and construct a classifier is scarce and this has an impact on the classifications performances. In this work, we consider the case in which some a priori information on the system is available in form of a mathematical model. In particular, a set of numerical simulations of the system can be integrated to the experimental dataset. The main question we address is how to integrate them systematically in order to improve the classification performances. The method proposed is based on Nearest Neighbours and on the notion of Hausdorff distance between sets. Some theoretical results and several numerical studies are proposed.
Quizizz &amp; Kahoot 测试平台对线上汉语教学的适用调查研究 ---以世界大学华文教育系学生为例 QUIZIZZ &amp; KAHOOT &amp; TEST PLATFORM FOR ONLINE CHINESE TEACHING APPLICABLE RESEARCH TAKE THE FACULTY OF EDUCATION，LANGUAGE AND CULTURE OF UNIVERSAL UNIVERSITY STUDENTS AS AN EXAMPLE

摘要从2020年四月份开始，印尼全国开始受到新冠疫情的影响各大高校也都开始策划线上课程以替代传统的教学模式，所以教育部门也绞尽脑汁开展“停课不停学”的计划。Quizizz &amp; Kahoot 线上测试平台是一种线上学习平台，具有游戏、讨论，测验、和调查功能。本研究将检查 Quizizz &amp; Kahoot 线上测试平台作为学生学习汉语成果以世界大学华文教育系为列。研究人员将根据世界大学华文教育系在继学生运用Quizizz &amp; Kahoot 线上测试平台的成果，并将这些测试平台运用在汉语课程的学习活动中。本研究的主要目的是使用Quizizz &amp; Kahoot 线上测试平台在教学的调查研究。通过Quizizz &amp; Kahoot 线上测试平台上使用观察、问卷调查和测验评估技术收集数据。研究结果表明，Quizizz &amp; Kahoot 线上测试平台可以帮助教师了解学生的学习成果，除了通过测试平台上的自动评估获取评估结果以外，还可以了解这些线上测试平台适合哪一种类型的课程。关键词：Quizizz &amp; Kahoot平台、汉语学习成果ABSTRACTStarting from April 2020, Indonesia has been affected by the covid-19 epidemic, colleges and universities have also begun to plan online courses as an alternative model. Therefore, the education department has tried the best to carry out the plan of "no suspension of classes". Quizizz &amp; Kahoot online test platform is an online learning platform with games, discussions, quizzes, and survey functions. This study will examine the Quizizz &amp; Kahoot online test platform as a student's achievement in Chinese language learning take the Faculty of Education, Language and Culture of Universal University. Researchers will use the Quizizz &amp; Kahoot online test platform based on the Faculty of Education, Language and Culture of Universal University in the use of the Quizizz &amp; Kahoot online test platform, and use this test platform in the learning activities of the Chinese language course. The main purpose of this research is to use the Quizizz &amp; Kahoot online testing platform as an evaluation of the benefits of the learning outcomes of the students in the Faculty of Education, Language and Culture of Universal University. Collect data through the use of observation, questionnaire survey, and test evaluation techniques on the Quizizz &amp; Kahoot online test platform. The research results show that the Quizizz &amp; Kahoot online test platform can help teachers getting know students' learning outcomes. In addition to obtaining the evaluation results through the automatic evaluation on the test platform, you can also understand which type of courses these online test platforms are suitable for.Keywords: Quizizz &amp; Kahoot platform,Chinese Learning Result
The use of Tocilizumab in two hospital centers in southern Brazil during the COVID-19 pandemic: an observational study.

In late 2019, a new coronavirus was identified as the cause of a cluster of pneumonia cases in Wuhan, China.It spread rapidly, resulting in a worldwide pandemic.As the understanding of COVID-19 is evolving, new therapeutic interventions have been studied to reduce mortality and the length of hospital stay.Tocilizumab, an IL-6 inhibitor have been proposed as a possible treatment in COVID-19 hospitalized patients. CONCLUSIONCompared to the larger recovery study with tocilizumab, the patient profile in our observation was younger (63.3 vs. 51.3),but with the same CRP pattern (14.3 vs. 14.5) and same duration of symptoms on admission (9.0 vs. 8.8).In assessing mortality, our group had lower mortality (31.0 vs. 21.8%).Regarding the length of stay, the results were convergent (19.0 vs 18.9).Thus, in general, the results found in our experience are in line with the largest study developed, showing the real-life applicability of tocilizumab in COVID-19.
Quantum State Preparation for the Schwinger Model

It is not possible, using standard lattice techniques in Euclidean space, to calculate the complete fermionic spectrum of a quantum field theory.Algorithms running on quantum computers have the potential to access the theory with real-time evolution, enabling a direct computation.As a testing ground we consider the 1 + 1-dimensional Schwinger model with the presence of a term using a staggered fermions discretization.We study the convergence properties of two different algorithms -adiabatic evolution and the Quantum Approximate Optimization Algorithm-with an emphasis on their cost in terms of CNOT gates.This is crucial to understand the feasibility of these algorithms, because calculations on near-term quantum devices depend on their rapid convergence.We also propose a blocked algorithm that has the first indications of a better scaling behavior with the dimensionality of the problem.
A one step further approach to fraud detection

This paper will discuss about the different approaches to fraud detection such as Data mining, machine learning and artificial intelligence and statistical data analysis. Then we list some of the technical and troublesome challenges to modern fraud detection techniques. A comparison study of these techniques is also done according to the metrics like precision, False Alarm Rate (FAR), Accuracy, Cost, True Positive Rate (TPR) against different categories of frauds such as internal bank fraud, credit card fraud, loan fraud. Finally, we discuss the disadvantages of the existing fraud detection systems and we attempt to recommend a specific technique or algorithm for detecting a specific type of fraud with their advantages and disadvantages.
Multi-scale representation with graph learning for video-based person re-identification

Video-based person re-identification (Re-ID) has drawn more attention as video surveillance could offer richer spatial and temporal information to potentially reduce visual ambiguities and occlusion. For visual ambiguities, multi-scale features are beneficial for distinguishing similar pedestrian sequences by different semantic information. For occlusion, Graph Convolutional Network (GCN) could effectively leverage the complementary information with node pairs for Re- ID task. In this paper, we propose a novel Multi-Scale Representation with Graph Learning (MSR-GL) network consisting of three branches: global branch, shallow branch and graph branch. The global branch and shallow branch extract multi-scale features from different layers of CNN backbone. Specially, an extra Bottleneck module is introduced for shallow feature maps, in which the parameters are independent with other branches. For graph branch, the adjacency relationships are dynamically modeled through a temporal-spatial symmetrical transformation between nodes. Then, the node features are updated by adjacency matrix and aggregated to video-level graph features. We conduct extensive experiments on three widely-adopted benchmarks (i.e. MARS, DukeMTMC-VideoReID and iLIDS-VID). Results show that we achieve the superior results compared with several recent state-of-the-art methods with 90.28% rank1 and 85.20% mAP on MARS.
Designing Puzzle Game as Learning Media for Junior High School Student

This study aims for designing Puzzle Game as learning media for junior high school student. The research method used is the Research and Development (R&D) method with the development process using the ADDIE model, namely: Analysis, Design, Development, Implementation, and Evaluate. The research was conducted in grade 7 MTs Al-Ihsan Kalijaring Tembelang Jombang with 21 students as subjects. To analyze the research data using qualitative description analysis, while the feasibility validation uses material expert validation and media expert validation. The data collection instrument use questionnaires and interviews. The analysis in this study uses descriptive analysis based on the percentage by Likert scale. The result of media validation a score was 86% by category is very good. The result of content validation score was 80% by category is good.  The researcher conducted tried out on 21 students and the result of response students’ questionnaire obtained was a score 84% by category is very good. So therefore, it could be said that “puzzle game” was good for using.
PENINGKATAN HASIL BELAJAR TEMA LINGKUNGAN SAHABAT KITA MELALUI PENERAPAN MODEL DISCOVERY LEARNING

IMPROVING LEARNING OUTCOMES OF OUR FRIENDS ENVIRONMENTAL THEMES THROUGH THE APPLICATION OF THE DISCOVERY LEARNING MODEL Based on initial observations at SDN Sindangsari in general, students have difficulty in mastering the theme of our friend's environment. Mastery of concepts, proof activities and applications that are mandatory in learning the theme of our friend's environment does not appear in learning. This condition is caused by the learning process carried out by the teacher has not been maximized so that it has an unfavorable impact on student learning outcomes. Specifically, this CAR aims to improve student learning outcomes by applying the discovery learning model. In the implementation of CAR consists of two cycles, each cycle consists of four stages, namely planning, implementation, observation, analysis and reflection. Based on the findings and discussion, it can be recommended that by applying the discovery learning model is an alternative to improve student learning outcomes, especially on the theme of our friend's environment. This increase is seen from the percentage of completeness of each cycle. Students who were declared complete in the first cycle based on the test results were 15 students (60.89%), the second cycle became 30 students (86.35%).
Interactive Interior Design Of Buildings Using Virtual Reality

This work presents the features of using virtual reality-based technology as amedium to visualize the interior of a building before it is being built. Interior design invirtual reality is considered important in making its interior look more realistic andappealing to the user. The paper explains how virtual reality along with the latest softwareand hardware can be used for an immersive and interactive user experience. Virtualwalkthrough was developed using Unity 3D software and the head mounted display calledHTC-Vive. The user can move around the space and visualize the assets in the building. Inaddition to creating virtual walkthrough, interaction is also enabled so that the user will beable to change colour and texture of the assets in the building. The effect of aliasing isnegated through polygon reduction of the models in 3D modelling so as to provide aseamless user experience. The merit of this work is discussed in the conclusion chapter.
A Class of Constacyclic Codes over Ζ7+υΖ7

In this paper, structural properties of a class of constacyclic codes over  with  are studied. Relations to codes are established by defining the gray map from  to  .  Further, the generators of the constacyclic codes of arbitrary length are obtained and some examples are constructed.
Request Strategies Found in Coco Movie

Penelitian ini bertujuan untuk menganalisa strategi permintaan yang ditemukan dalam film animasi Amerika yang berjudul Coco. Lebih tepatnya, penelitian ini menganalisa strategi apa yang digunakan berdasarkan klasifikasi dari strategi permintaan oleh Blum-Kulka dan Olshtain (1984) dan menginvestigasi strategi permintaan yang paling dominan yg digunakan oleh semua karakter di film ini. Metode dari penelitian ini adalah mengoleksi semua ucapan yang mengandung permintaan dengan menonton film ini dan menyeleksi ucapan-ucapan dari subtitle. Lalu data diklasifikasikan berdasarkan tingkat keterusterangan termasuk sembilan sub-kategori dari setiap klasifikasi. Berdasarkan temuan, ada 76 permintaan yang dilakukan oleh karakter dalam film. Strategi permintaan yang paling sering digunakan yang ditemukan dalam film adalah permintaan langsung dengan 85%, sedangkan yang paling jarang digunakan adalah permintaan tidak langsung konvensional dengan 3%. Hasilnya menunjukkan bahwa mood derivable adalah strategi permintaan yang paling disukai karena hubungan kedekatan antar karakter.This research aims to analyze the request strategies as found in an American animated movie entitled Coco. More specifically, it attempts to analyze what strategies are used based on Blum-Kulka and Olshtain (1984) classification of request strategies and investigate the most dominant request strategies used by the characters. The method of this research is collecting the utterance containing requests by watching the movie and selecting the utterances from the subtitle file. The data were then classified based on the level of directness including nine sub-categories of each classification. Based on the findings, there are 76 requests made by the characters in the movie. The most frequently used request strategy found in the movie was direct requests with 85%, while the least frequently used was conventionally indirect requests with 3%. The result shows that mood derivable is the most preferred request strategy because of the closeness relationship between the characters.
IOT-5G-Exploring next-generation media consumption in the area of Journalism

Abstract: The most common buzzwords in the world is “The Internet of things” (IoT) and IOT describes the network of physical objects, so known as, "things" those are rooted with sensors in the devices, application software, technologies that is used for the resolution of connecting one end to another end and exchanging information with other devices and systems over the Internet. The IoT 5G technologies can also be used in journalism and the primary focus is to increase M2M interaction of mass communication devices. One way it is “ubiquitous computing” can occur using any device, in any location, and in any format. The Internet of Things (IoT) is all about small cost sensors grabbing data to communicate with one device to another device using cloud solutions. Coming to the 5th generation mobile network. We have already started using 4G networks and as we know that, start with 1G, 2G, 3G, and 4G networks. The 5th generation network is going to enable an upcoming new network that will associate virtually every person globally connected and everything organized including IoT devices, objects and machines. Central communication and Journalism is the activity of gathering right information, evaluating, generating, and presenting broadcast information. It is high time to start using IOT Technology using 5th generation high-speed network connectivity devices to communicate or data transfer in the area of journalism. Keywords: IOT – Internet Of Things, 5G- Fifth Generation in data network, JMC – Journalism and Mass Communications, M2M – Machine to Machine, Cloud , Artificial intelligence and Machine Learning.
Rancang Bangun Purwarupa Aplikasi Deteksi Dini Penyakit Jantung Berbasis Case Base Reasoning dengan Keamanan Data

The prevalence of heart disease has been consistently increasing in five recent years. In average 15 out of 1000 people have heart disease. Currently heart disease becomes the second leading cause of death in Indonesia. Early detection will guide the appropriate treatments to increase recovery opportunity. In another hand, many healthcare facilities in Indonesia are not equipped with the cardiologist. It triggers many heart disease cases are late to handle due late detection. Thus, we propose web based early heart disease detection application prototype using Case Base Reasoning framework. It is intended to support small clinic or other healthcare facilities which have no cardiologist to provide early detection of heart disease. The application is equipped with data security to handle the data privacy of the patient. Based on the black box evaluation by the expert, it is concluded that all the provided features can be run functionally.
The Potential of Augmented Reality for Vocational High School Learning Amid Covid-19 Spread

Due to Covid-19 spread, the learning system in Indonesia changes from classroom learning to distance learning which has impact on practical learning.Practical training in vocational high school is primary important to prepare students in industrial environment.A technology is needed to combine reality and virtual into 3-dimensional form and projected in real time as known as augmented reality.Augmented reality can extend the integration of digital learning and real world.The purpose of this research to determine the possible augmented reality for vocational high school learning amid pandemic.This research used a systematic literature consisting of planning, selection, extraction and execution.This research used related previous research through the potential of augmented reality in the learning process sourced from article conference and journal since 2013-2020.The result shows that augmented reality is used as an alternative media in education learning process at all level.Augmented reality has various potentials issues used as an interactive media to manipulate the practical learning object, increase motivation, increase learning outcomes and reduce cost for long term.
The potential role of EHR data in optimizing eligibility criteria definition for cardiovascular outcome trials

Cardiovascular outcome trials (CVOTs) include patients with high risks for cardiovascular events based on specific inclusion criteria. Little is known about the impact of such inclusion criteria on patient accrual and the incidence rate of cardiovascular events.We evaluated the impact of criteria on the accrual and the number of cardiovascular events in a cohort of 1544 diabetes patients identified from the clinical data warehouse of New York Presbyterian Hospital / Columbia University Irving Medical Center.The highest incidence rate of the composite events (i.e., cardiovascular mortality, stroke, and myocardial infarction) was observed when the inclusion criteria seek patients with underlying cardiovascular diseases or age ≥ 60 with at least two of the risk factors including duration of diabetes, hypertension, dyslipidemia, smoking status, and albuminuria.Our study shows that the electronic health records could be utilized to optimize the inclusion criteria while balancing study inclusiveness and number of events.
The Studentsâ€™ Reading Competence in Recount Text: A Study on the Ninth Grade Students of SMP Bustanul Ulum Bantarkawung

The research aim to measure the studentsâ€™ reading competence in using Recount Text tense. The reading skill became very important in the education field, students need to be exercised and trained in order to have a good reading skill. The research was descriptive quantitative method. The writer had been conducted on September 2013 and The subject of this research was the Eighth Grade students of SMP Bustanul ulum Bantarkawung, Brebes in the Academic year 2012/2013. The sample was 41 students of 82 Students, consisting of 41 from class VIII A and 41 students from class VIII B. In collecting data, the writer used a subjective test which consisted of 20 items, all the items were multiple choice test. After conducting the research, it revealed that the mean of the studentsâ€™ reading competence in using Recount Text tense was 78. It means that the average of the students could answer 61-80%% of the test items correctly. It indicated that the studentsâ€™ reading competence in using Recount Text belonged to â€œgoodâ€ category. The finding of the research had been contribution to reading competence education in SMP Bustanul Ulum Bantarkawung. The English teacher could get some different ways to improve the studentsâ€™ reading competence.