Reviewerly/exHarmony huggingface dataset:
Phenomenologies of ‘social acceleration’: some consequences and opportunities for education studies in an unknown future

Social acceleration, the rapidly increasing speeding up of the pace of life, has been described and theorised by contemporary social theorists including Paul Virilio, Ben Agger, Thomas Hylland Eriksen, and Hartmut Rosa. While these theorists use illustrations from education, and others such as Foucault and Adam have considered the relationship between education and time, there has been little theorisation of dromology (a term Virilio coined to describe the ‘science’ of speed) in education studies itself. Given its growing importance as a ‘grand theory’ in social science, this paper calls for educationalists to recognise the value of theories of social acceleration to gain a better understanding of contemporary educational practices and how the COVID-19 pandemic is illustrative of this.
Analysis and Synthesis of Digital Dyadic Sequences

We explore the space of matrix-generated (0, m , 2)-nets and (0, 2)-sequences in base 2, also known as digital dyadic nets and sequences. In computer graphics, they are arguably leading the competition for use in rendering. We provide a complete characterization of the design space and count the possible number of constructions with and without considering possible reorderings of the point set. Based on this analysis, we then show that every digital dyadic net can be reordered into a sequence, together with a corresponding algorithm. Finally, we present a novel family of self-similar digital dyadic sequences, to be named ξ -sequences, that spans a subspace with fewer degrees of freedom. Those ξ -sequences are extremely efficient to sample and compute, and we demonstrate their advantages over the classic Sobol (0, 2)-sequence.
Virtual monitors vs. physical monitors: an empirical comparison for productivity work

Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study.
The sense of embodiment in Virtual Reality and its assessment methods

The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it is possible to substitute a person’s body with a virtual body, referred to as an avatar. Modulations of the sense of embodiment through modifications of this avatar have perceptual and behavioural consequences on users that can influence the way users interact with the virtual environment. Therefore, it is essential to define metrics that enable a reliable assessment of the sense of embodiment in virtual reality to better understand its dimensions, the way they interact, and their influence on the quality of interaction in the virtual environment. In this review, we first introduce the current knowledge on the sense of embodiment, its dimensions (senses of agency, body ownership, and self-location), and how they relate the ones with the others. Then, we dive into the different methods currently used to assess the sense of embodiment, ranging from questionnaires to neurophysiological measures. We provide a critical analysis of the existing metrics, discussing their advantages and drawbacks in the context of virtual reality. Notably, we argue that real-time measures of embodiment, which are also specific and do not require double tasking, are the most relevant in the context of virtual reality. Electroencephalography seems a good candidate for the future if its drawbacks (such as its sensitivity to movement and practicality) are improved. While the perfect metric has yet to be identified if it exists, this work provides clues on which metric to choose depending on the context, which should hopefully contribute to better assessing and understanding the sense of embodiment in virtual reality.
“Back Then it was Only Men Who Worked in These Kinds of Fields”: Observing Little Sparks Through the Prism of Affect and Gender in Maker Literacies Research

Abstract This article delves into moments of affect, puncturing the exchanges between an early career 2SLGBTQ+ researcher and a group of Canadian adolescents, mostly composed of girls, who developed a ClayMation video to take the pulse of emerging vibrancies in maker literacies. Among these dynamisms came the matter of gender in the research project. Adopting a dynamic framework that builds on affect theory coupled with queer phenomenology to frame an affective researcher positionality, the author addresses implications of de/constructing gender with/in maker literacies work. To situate her queer positionality, she explores the possibility of coexisting truths in the relationalities that took place in space‐multiplicities of the makerspace, and during moments where she was driving to the research site, going home, taking part in conversations, or drafting notes. Related student data are presented through posthuman vignettes comprised of situated dynamisms between recorded open‐ended interviews, adolescent maps inspired by Hamon's situated geographies, field notes, and digital compositions. Implications for research and practice include: ways of becoming‐with data otherwise and attending to affective phenomena in the context of maker literacies, with the overall aim of de/constructing gender binaries. The author concludes with research and practical implications for literacies work, specifically in co‐constructing methodologies and designs that help reimagine more equitable maker literacies futures.
Audience reception of translated classic films: Zhang Yimou’s <i>Hero</i> in the digital English world

ABSTRACTAgainst the backdrop of cultural globalization, more and more Chinese films are being introduced to the Anglophone world, and Zhang Yimou’s Hero is a particularly informative case because of its huge success. The present study describes and analyzes the reception of Chinese films in the Anglophone world by conducting an in-depth case study of Hero. Drawing on sentiment analysis and corpus-based keyword analysis, we find that Hero received a positive response from both professional and general audiences in four aspects. For character, both groups preferred the complex political characters, love-hate relationships, and certain Chinese actors/actresses. For plot, both groups valued Chinese elements and the wuxia genre. Regarding the scene, both groups enjoyed the fight scenes, but the professional audiences highlighted the aesthetic value of each scene while the general audiences expressed their feelings about the beauty of the piece as a whole. Finally, in terms of translation, the professional audiences focused on the quality of subtitles, while the general audiences highlighted the modality, preferring dubbing to subtitles. This positive but differentiated reception between professional and general audiences can be attributed to cultural discounting, cultural hybridity, cultural memory, translation modalities and translation quality.KEYWORDS: Audience receptionHerosentiment analysiscorpus-based analysisprofessional and general audiences Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by the National Social Science Fund of China under Grant No. 23AYY018; the Zhejiang Provincial Philosophy and Social Science Program of Leading Talents Cultivation Project for Distinguished Young Scholars under Grant No. 24QNYC02ZD; the Graduate Education Program of Graduate School of Zhejiang University under Grant No. 20220319; and the Zhejiang Provincial Graduates’ Science and Technology Innovation Program under Grant No. 2023R401173.Notes on contributorsHuiyu ZhangHuiyu Zhang is currently Professor of linguistics and translation studies at Zhejiang University. Her research interests include translation studies, language policy, and discourse studies. Her publications appear in Journal of Multilingual and Multicultural Development, International Journal of Multilingualism, Intercultural Pragmatics, and some prominent Chinese journals.Qi JinQi Jin is a research student in translation studies at Zhejiang University. Her research interests include audio-visual translation and translation policy.Binji ZaoBinji Zao is a Ph.D. candidate in translation studies at Zhejiang University. His research interests include sociology of translation and multimodal studies.
Identifying and Profiling Radical Reviewer Collectives in Digital Product Reviews

Ecommerce sites are flooded with spam reviews and opinions. People are usually hired to impede or promote particular brands by writing extremely negative or positive reviews. It is usually performed in groups. Various studies have been conducted to identify and scan those spam groups. However, there is still a knowledge gap when it comes to detecting groups targeting a brand, instead of products only. In this study, we conducted a systematic review of recent studies related to detection of extremist reviewer groups. Most of the researchers have extracted these groups with a data mining approach over brand similarities so that users are clustered. This study is an attempt to detect spammers with various models tested by various reviewers. This study presents proven conceptual models and algorithms which have been presented in previous studies to compute the spamming level of extremist reviewers in ecommerce sites and online marketplace.
Pelatihan Pembuatan Media Pembelajaran Interaktif Dengan Menggunakan Aplikasi Nearpod Bagi Guru Sekolah Dasar Di Gugus 8 Kecamatan Blimbing Kota Malang

Blimbing District, Malang City consists of 12 sub-districts. Each subdistrict has an average of 2 elementary schools and 2 elementary schools with an average of 13 teachers in each elementary school and 1 elementary school principal. The average number of students in each elementary school is between 180-200 students. Almost all of the elementary school institutions in Blimbing District, Malang City, have the status of State Elementary Schools. The curriculum or learning used in elementary schools uses the 2013 curriculum. ICT facilities in elementary schools in Cluster 8, Blimbing District, Malang City are quite adequate. The education level of elementary school teachers in Cluster 8, Blimbing District, Malang City varies, many of them are PGSD Bachelor's graduates, some even have Master's degrees in Elementary Education. From the results of short interviews with several elementary school teachers in Cluster 8, Blimbing District, Malang City, it shows that teachers generally experience difficulties in creating teaching materials in the form of Interactive Learning Media. Through the community service program, it is hoped that elementary school teachers in Cluster 8, Blimbing District, Malang City will have (1) knowledge about digital teaching materials based on Interactive Learning Media, (2) skills in developing Interactive Learning Media teaching materials using the Nearpod application, (3) skilled abilities to practice (use) Interactive Learning Media teaching materials in online learning.
Spatial-photonic Ising machine by space-division multiplexing with physically tunable coefficients of a multi-component model

This paper proposes a space-division multiplexed spatial-photonic Ising machine (SDM-SPIM) that physically calculates the weighted sum of the Ising Hamiltonians for individual components in a multi-component model. Space-division multiplexing enables tuning a set of weight coefficients as an optical parameter and obtaining the desired Ising Hamiltonian at a time. We solved knapsack problems to verify the system’s validity, demonstrating that optical parameters impact the search property. We also investigated a new dynamic coefficient search algorithm to enhance search performance. The SDM-SPIM would physically calculate the Hamiltonian and a part of the optimization with an electronics process.
ANALISIS KESALAHAN SISWA DALAM PEMECAHAN SOAL ASESMEN KOMPETENSI MINIMUM NUMERASI BERDASARKAN TEORI POLYA

Qualitative descriptive is the type of research applied to this study, with the aim of describing the types and what causes students to make mistakes in solving AKM numeracy questions. The test is in the form of AKM numeration questions with 6 students as subjects. The results showed that the students' biggest mistakes were made at the stage of implementing the plan with a percentage of 9.96%, the stage of making plans with a percentage of 7.62%, the stage of understanding the questions with a percentage of 7.23%, and 4.88% at the stage of re-examining the results. which is obtained. The cause of the error at the stage of understanding the questions was that students were not used to writing things that were known and asked about the questions, at the planning stage students were not used to writing down the steps for solving them and tended not to understand the questions so that they had difficulty drawing up plans. The cause of the error at the stage of carrying out the plan is the lack of focus on students in counting and writing digit numbers. The cause of the error at the stage of looking back at the results obtained is that students are not used to checking and making conclusions from answers. Keywords: student error, AKM numeration, Polya’s theory
Blockchain‐Based Governance: Implications for Organizational Boundaries and Structures

Abstract Blockchain has emerged as a key Industry 4.0 technology, enabling novel forms of governance and coordination mechanism among organizations and markets. However, extant literature has largely focused on the technical aspects of blockchain, with limited attention to the behavioural and institutional aspects. In this paper, we argue that blockchain‐based smart contracts and decentralized autonomous organizations represent the potential for a radical departure from traditional forms of contractual governance and hierarchy, carrying profound implications for the design and governance of economic transaction and organizational structures. We elucidate how blockchain technologies, characterized by transparency, immutability, programmability and decentralization, reduce transaction costs and establish an industrialized and trustless transactional governance system. Finally, we present an agenda for future research, highlighting the need for new theoretical frameworks and empirical evidence to understand the impact of blockchain on organizational design and forms.
DiplomaTec: An experimental and gamified tool that contributes to vocational guidance and career decision-making for high school students

Currently, between 30% and 40% of students in Mexico choose the wrong academic program, and many drop out for this reason. Particularly at Tec de Monterrey, students go through an "exploration" phase during the first semesters that helps them receive more academic information and can even change to another program. The behavior of students at the School of Engineering (a school that represents 50% of the total number of students) was analyzed during 2019-2021. At the beginning of the study, during the exploration phase, about 26% of them switched from one academic program to another. Considering the studies that identify that the key for students to make a better career decision is related to is to be informed and advised, the DiplomaTec program was created, which is a tool for high school students where they can take lectures, workshops, orientation tests, tours, etc., that help them decide based on what they like and are passionate about. As a result of the implementation in this school at Monterrey Campus, during the last three years, the percentage of students who shift careers during their exploration phase (first three semesters) has decreased to 18%.
Influence of Keywords Color on Time Pressure in Synchronous Online Learning for Non-Native English Students: An Eye-tracking Approach

The impact of COVID-19 has forced learning institutions to shift from physical to online methods. Due to the changes in learning environments, instructors and students must adapt to the online learning setup. Synchronous online learning has been utilized as an alternative; however, due to sudden changes, students, especially non-native English students using unfamiliar language, need to follow the course in real-time, which cause time pressure problem this affect learning effectiveness. The current research recruited twenty non-native English university students. Reading materials with text keywords and color assistance was utilized through eye-tracking. A post-test was conducted to analyze the relationship between the eye movement parameters and post-test results in different scenarios using analysis of variance. The experimental results indicated that reading materials with colored keywords could help non-native English students to improve reading comprehension and learning outcomes effectively. The red-colored keywords were significant under no time pressure, while the green-colored keywords were substantial in the context of time pressure. This research could provide important information in designing learning materials in synchronous online learning.
Abstractive Analysis of Traditional and GPT-based Methods for Solving Algebra Problems

GPT has made the noticeable impact on research of solving algebra problems. In order to fuse the good features of GPT with the traditional methods to design better algorithms, this paper analyzes the approaches of solving algebra problems to understand their abstractive features. To this end, this paper classifies the approaches by means of state-transit analysis and then reveals their abstractive features such as assumptions and scopes from the algorithm descriptions. It further analyzes their application-related features such as readability. The tables are built to compare the features of the various approaches, the findings are listed, and two future research directions are pointed out. The outcomes of this paper will provide an overview understanding of the research area of solving algebra problems and a thinking scaffold.
MILES Virtual World: A Three-Dimensional Avatar-Driven Metaverse-Inspired Digital School Environment for FEU Group of Schools

Immersive technologies have generated significant interest across various academic disciplines. The necessity for more authentic, interactive, and immersive artificial environments led to the growing popularity of the metaverse. Unfortunately, not all metaverse types have been broadly covered in educational research. This inadequacy highlights a gap in understanding the potential benefits and drawbacks of metaverse technologies for education. To address this research gap, we created a metaverse called "MILES Virtual World" that embodies the concepts of lifelogging and mirror worlds. Following the principles of the Embodied Social Presence Theory, the application allows students to socialize through customizable avatars and engage in a variety of activities that closely resemble those in the physical world. We adopted a mixed-method approach using a convergent parallel design to evaluate the application. Our quantitative analysis reveals that students feel highly present and engaged in the virtual environment, with a sense of agency and immersion. It also underscores the importance of enhancing embodiment and copresence to create more effective virtual world experiences and opportunities for social interactions. Meanwhile, our qualitative analysis uncovers several underlying subthemes, including avatar customization, identity exploration, virtual items, communication, entertainment, autonomy, freedom of expression, realism, challenges, shared experiences, and a sense of belonging within the metaverse. Overall, our study provides valuable insights into the potential of metaverse technology in the educational context, and how it can be harnessed to create more effective and engaging academic experiences for students.
2D Motion Graphics via Cartoon Style on “ The Dangers of Blue Light”

Abstract— This research aims 1) to create 2D motion graphics via cartoon style on "The Dangers of Blue Light." 2) to evaluate the quality of 2D motion graphics via cartoon style on "The Dangers of Blue Light" by experts. 3) to assess the knowledge and understanding before and after watching the 2D motion graphics via cartoon style on "The Dangers of Blue Light" 4) to assess the satisfaction towards the 2D motion graphics via cartoon style on "The Dangers of Blue Light" among the sample group. The sample group consists of 100 students from the 1st grade of Satri Si Suriyothai School in the academic year 2021, selected through simple random sampling. The quality evaluation by experts found that the 2D motion graphics via cartoon style on "The Dangers of Blue Light" has a very good quality with an average score of 4.37 and a standard deviation of 0.55. The assessment of knowledge and understanding before and after watching the media showed statistically significant differences with a significance level of 0.01, indicating that the sample group's knowledge of blue light dangers increased after watching the media. The evaluation of satisfaction among the sample group showed that the satisfaction level was the highest, with an average score of 4.56 and a standard deviation of 0.52. The 2D motion graphics via cartoon style on the topic of the dangers of blue light can help improve the understanding of the effects of blue light.
Analyzing Diverse Issues on AI Education in South Korea: Focusing on news editorials text mining

The emergence of ChatGPT, an AI model capable of generating text, has ignited a profound discussion regarding AI education. In order to formulate well-suited policies that effectively encompass the advancements brought about by these novel technologies, it is imperative to thoroughly examine the comprehensive societal discourse that surrounds them. However, there is a dearth of comprehensive research conducted on this subject. The primary objective of this study is to assess the current issues in AI education within the context of South Korea, scrutinize the transformative impact that has occurred following the integration of ChatGPT, and identify future tasks necessary to effectively address these advancements. To achieve this objective, LDA topic modeling was employed to analyze editorials focused on AI education subsequent to the introduction of ChatGPT, consequently leading to the identification of seven topics. Given that the education industry is presently in the process of formulating specific strategies to effectively respond to the presence of ChatGPT, the findings obtained from this study are anticipated to provide substantial insights and recommendations to inform policy-making endeavors.