Reviewerly/exHarmony huggingface dataset:
CRITERIA FOR EVALUATION OF EDUCATIONAL USEFULNESS OF ELECTRONIC EDUCATIONAL RESOURCES

The main goal of creating learning environments and modern electronic educational resources is to provide high-quality training and learning materials that are easy to disseminate and meet the needs of learners.The main task of those working in the field of e-learning is to look for ways to summarize and develop the best and proven ideas and practices that are acceptable to the widest possible range of users. As a result, some specifications and standards have been developed concerning various aspects of e-learning, the main task of which is to propose valid norms for the presentation of learning content.To make reliable conclusions about the choice and usability of electronic educational resources, it is necessary to take into account whether they meet the aesthetic, technical and didactic requirements. Developers must apply a well-defined evaluation procedure, as well as a set of clear and measurable criteria for their quality.The evaluation of an educational tool includes not only testing its user interface, but also the application of a didactic approach, educational materials and interaction mechanisms to demonstrate whether this educational tool helps learners to achieve the set learning goals.This article synthesizes criteria for assessing the educational usefulness and usability of the user interface of electronic educational resources, aimed mainly at assisting professionals in their work on the creation and evaluation of their own resources, as well as providing guidelines for optimizing the design process.The main criteria for assessing the educational usefulness of electronic educational resources discussed in the article include: Abundance, Comprehensiveness, Motivation, Hypertext Structure, Autonomy, Competence and Flexibility.Criteria for assessing the usability of the user interface include: Aesthetics, Consistency, Obviousness and Predictability.
Assessing the Impact of Agents in Weighted Bipolar Argumentation Frameworks

Argumentation provides a formalism consisting of arguments and attacks/supports between these arguments and can be used to rank or deduce justified conclusions. In multi-agent settings, where several agents can advance arguments at the same time, understanding which agent has the most influence on a particular argument can improve an agent’s decision about which argument to advance next. In this paper, we introduce an argumentation framework with authorship and define new semantics to account for the impact of the agents on the arguments. We propose a set of desirable principles that such a semantics should satisfy, instantiate such semantics from two popular graded based semantics, and study to which extent these principles are satisfied. These semantics will allow an observer to identify the most influential agents in a debate.
Information-as-a-thing versus information-as-a-process: the legitimate differences between information resources management and information management

Purpose Information resources management (IRM) and information management (IM) are two distinct terms often used interchangeably in the literature as synonyms, but perhaps, they mean different things. It is worthy of investigation to clarify whether these two related terms are in fact synonyms, and if not, what line of demarcation does them apart, discussion of some underpinning common generalities and issues that compass their misconceptions. This is a significant gap in the literature that needs to be bridged to develop a common ground of what differentiates IRM from IM. Design/methodology/approach It is a general review of the legitimate differences between IRM and IM. Findings Information resources in the ambit of IRM cannot achieve anything except people do something with it either by examining, categorizing or describing it, but in the end, they understood, rebut, alter or do all sorts of manipulation to the data set or information. Meanwhile, all this interpretation and manipulation constitute the hallmark of IM. Originality/value At this point, we need to take note of the fact that IRM is not the same as IM but rather IRM forms part of a holistic framework or components of IM. This is to say that successful IM cannot take place without proper IRM.
Modelling Data Structures

A number of attempts to represent behaviour of abstract data types (ADT) by formal systems, also by some net-like models, have been undertaken (a few listed in the References). The approaches to this research encompass usually such aspects: given a specification (a “theory”) of an ADT in the form of a certain many-sorted language system with specific axioms, construct its implementation as a mechanism executing algorithms then infer properties from the axioms, mainly that the implementation behaves up to the specification by the axioms.
The Historical and Legal Aspects of Car Theft

It is well known that technology has contributed on a large scale in the last 300 years to the improvement of human life and society in general. One such element is represented by the car, a machine capable of covering a significant distance in a short amount of time, faster than any horse or other animal used for transportation. Recognizing the benefits brought to commerce, security and comfort within large scale domains, we cannot neglect the fact that this invention is a huge step for everyday individuals as well. In this era a car is a necessity, thus having it stolen could result in severe consequences for some of us. Considering this aspect, the current paperwork will analyze how a car can be stolen, the methods used by the judicial police for finding the author, the legal implications and ways of prevention. The main focus will be on how the identification, collection and preservation of the traces left behind by the thief are completed alongside the research done in the forensic laboratory, these activities having the purpose of uncovering details which could serve in finding the truth about the illegal action and the person responsible for it.
Information-Communication Platform of Library as a Tool for Formation of the Knowledge Space

The article discusses the issues of popularization of scientific knowledge on the basis of public libraries. The author substantiates the importance of library and information institutions in the process of spreading scientific knowledge among wider population. The article considers the problematic aspects and tasks of libraries in the direction of improving the scientific literacy of users. The author characterizes the project “Information-Communication Platform for the popularization of Science”, developed by specialists of the Mikhail Lermontov Interdistrict Centralized Library System (St. Petersburg), which covers a wide range of scientific areas providing a general overview of topics and more specific information for those who wish to obtain in-depth sight into a particular subject area. Special attention is paid to the organizational issues of the implementation of platform: the purpose of creation, the target audience, the basic principles, the main objectives of the project. The article considers the forms of mutually beneficial cooperation in the popularization of scientific knowledge within the framework of the project with partner organizations. The author describes the requirements for the operation of interface. The platform contains three major types of information resources: documentary full-text data bases, bibliographic resources and media resources. The platform anticipates interactive communication of library users — students and representatives of pedagogical community — with well-known scientists for discussing technical developments and achievements of humankind with particular attention to subjects of current interest: pandemic, coronavirus, vaccination. The information-communication platform allows monitoring the interest of young people in various scientific areas. Participation in the project motivates young people to scientific activity, which is one of the basic factors of reproduction of scientific personnel potential.
A PRACTICAL REPORT AND CONSIDERATION OF AN ONLINE INTERCULTURAL STUDY TOUR FOR UNIVERSITY STUDENTS IN FOUR ASIAN COUNTRIES

Due to the Covid-19 pandemic, the International Exchange Committee of the Faculty of Information and Communication at Bunkyo University planned and implemented an online overseas study tour with the partner university, FPT University Vietnam, in fiscal year 2020 (April 1, 2020–March 31, 2021). The participants were 16 students from Information and Communication Faculty of Bunkyo University, Japan, and 13 students enrolled in Japanese language departments at universities in Vietnam, Thailand, and Indonesia. It was the first online study tour held in Japanese to encourage interaction and understand the culture and customs of other Asian countries. The online tour lasted four days, a unique program that included presentations by student teams from each country, Japanese language classes, and discussions and debates among teams comprising members from all four countries. In this report, we describe the process of developing and implementing the first online training program in collaboration with overseas partner universities. Additionally, we will present the results of our analysis on Japanese and non-Japanese students’ impressions and intentions toward each of the cross-cultural online study tour program activities through statistical additive averages and correlations of data obtained from a questionnaire survey using the Likert scale that was conducted subsequent to the training program. Furthermore, based on the survey data, the usefulness of online international exchange training will be confirmed, and the applicability and issues for future class programs will be discussed. We hope that the results of this study will help universities in planning and implementing the online international exchange study tours during these challenging times.
La experiencia de la Cápsula del Tiempo COVID19 del Museo de Villena (2020-2120)

On the ocasion of the International Museum Day 2020, citizens were invited ty the Museo of Villena to record their experiences of the Covid19 pandemic and keep them in a time capsule for a hundred years. The activity congregated a wide collection of objects, writings, memories, images, etc. related to the pandemic, the lock down and the beginning of new outbreaks. These objects have become a part of the museum's collection.
Indonesian Food Processing Recipe Application as an Android-Based Learning Medium in Students of Culinary Study Program

The development of technology affects the role of an android itself.Nowadays, all activities can be done with android.One of the obstacles in learning Indonesian food processing is the determination of raw recipes to be practiced.Based on this condition, the researchers made an application recipe book Indonesian food processing in students based on android.The research process is conducted based on Fish Bone Diagram, Testing method is Blackbox Testing method.The testing phase of the app focuses only on the functionality of the app.Based on the conclusions, it is known from this study to produce a responsive online application-based food recipe application, so that it can be accessed by users wherever they are while still connected to the internet, provide better information than similar services, and make it easier for users to determine the menu of food recipes to be practiced.
Optimizing Sub bytes and Mix Column to improve performance of AES in Virtex 7 FPGA

Hardware Security plays a major role in most of the applications which include net banking, e-commerce, military, satellite, wireless communications, electronic gadgets, digital image processing, etc. Cryptography is associated with the process of converting ordinary plain text into unintelligible text and vice versa. There are three types of cryptographic techniques; Symmetric key cryptography, Hash functions, and Public-key cryptography. Symmetric key algorithms namely Advanced Encryption Standard (AES), and Data Encryption Standard use the same key for encryption and decryption. It is much faster, easy to implement, and requires less processing power. The proposed 256-bit AES algorithm is highly optimized in Key schedule and Sub bytes blocks, for Area and Power. The optimization has been done by reusing the S-box block. We are optimizing the algorithm with a new approach where internal operations are 32-bit operations, as compared to 128-bit operations. The proposed implementation helps in re-using the same hardware in a pipelined fashion which results in an area reduction by 72% using slice registers, 56% using slice LUT’s. This in turn results in a power reduction by 74% in an FPGA implementation. The throughput (Mbps) of the proposed implementation using Virtex-7 (xc7vx485tffg1157) FPGA improved by 10%.
Ukrainian language: test tasks in the format of external evaluation

The proposed manual contains test tasks in the format of external independent evaluation, which correspond to clearly defined levels of complexity of the Center. The manual is designed to prepare students for external independent assessment and state final certification.The publication is addressed to entrants, students and teachers.
GAME EDUKASI PENGENALAN PAHLAWAN NASIONAL BERBASIS ANDROID

A hero is a title to a highly decorated person and contributes to an institution ora country and fight the colonization of the fallen on the battlefield for Indonesia's independence. There are still a lot of kids who are ignorant of the introduction of national heroes who have fought for the independence of the united republic of Indonesia, which should be introduced to the younger generation as the next Indonesian people since they started to sit in education. Therefore, with the problem of identifying heroes, it is necessary for a learning medium to utilize android based smartphone technology to identify national heroes such as the national hero's introduction puzzle game to be a convenient learning media for children to know about national heroes. The study was created using the unity 3d application, as for the data sources used by observation done by collecting data online using Google forms to find out the extent of children in knowing Indonesian heroes and how they responded to their knowledge of Indonesian heroes, and for an interactive learning play on children. Based on the response results from children, it is concluded that it makes a media study for the introduction of this android based national hero dap. Keywords : Android, Hero National, Unity 3D
Mapping Surface Code to Superconducting Quantum Processors

In this paper, we formally describe the three challenges of mapping surface code on superconducting devices, and present a comprehensive synthesis framework to overcome these challenges. The proposed framework consists of three optimizations. First, we adopt a geometrical method to allocate data qubits which ensures the existence of shallow syndrome extraction circuit. The proposed data qubit layout optimization reduces the overhead of syndrome extraction and serves as a good initial point for following optimizations. Second, we only use bridge qubits enclosed by data qubits and reduce the number of bridge qubits by merging short path between data qubits. The proposed bridge qubit optimization reduces the probability of bridge qubit conflicts and further minimizes the syndrome extraction overhead. Third, we propose an efficient heuristic to schedule syndrome extractions. Based on the proposed data qubit allocation, we devise a good initial schedule of syndrome extractions and further refine this schedule to minimize the total time needed by a complete surface code error detection cycle. Our experiments on mainsstream superconducting quantum architectures have demonstrated the efficiency of the proposed framework.
THE FUNCTIONS OF PEDAGOGICAL EDUCATION IN THE CONTEXT OF THE IDEA OF SUSTAINABLE DEVELOPMENT

The article describes the functions of pedagogical education that are universal for various historical epochs, which have been highlighted in various studies, and their insufficiency for understanding the mission of pedagogical education in the sustainable development of society and human civilization is noted. The conclusion is made about the need for refined interpretation of these functions in their temporal perspective, the essence of the culture-creating, transforming and noospheric-ideological functions of pedagogical education is substantiated.
Leveraging multifaceted proximity measures among developers in predicting future collaborations to improve the social capital of software projects

Social capital is an asset earned by people through their social connections. One of the motivations among developers to contribute to open source development and maintenance tasks is to earn social capital. Recent studies suggest that the social capital of the project has an impact on the sustained participation of the developers in open source software (OSS). One way to improve the social capital of the project is to help the developers in connecting with their peers. However, to the best of our knowledge, there is no prior research which attempts to predict future collaborations among developers and establish the significance of these collaborations on improving the social capital at the project level. To address this research gap, in this paper, we model the past collaborations among developers on version control system (VCS) and issue tracking system (ITS) as homogeneous and heterogeneous developer social network (DSN). Along with the novel path count based features, defined on proposed heterogeneous DSN, multifaceted proximity features are used to generate a feature set for machine learning classifiers. Our&amp;nbsp;experiments performed on 5 popular open source projects (Spark, Kafka, Flink, WildFly, Hibernate) indicate that the proposed approach can predict the future collaborations among developers on both the platforms&amp;nbsp;i.e. VCS as well as ITS with a significant accuracy (AUROC up to 0.85 and 0.9 for VCS and ITS respectively). A generic metric- recall of gain in social capital is proposed to investigate the efficacy of these predicted collaborations in improving the social capital of the project. We also concretised this metric on various measures of social capital and found that collaborations predicted by our approach have significant potential to improve the social capital at project level (e.g. Recall of gain in cohesion index up to 0.98 and Recall of gain in average godfather index up to 0.99 for VCS). We also showed that structure of collaboration network has an impact on the accuracy and usefulness of predicted collaborations. Since the past research suggests that many newcomers abandon the open source project due to social barriers which they face after joining the project, our research outcomes can be used to build the recommendation systems which might help to retain such developers by improving their social ties based on similar skills/interests.
Response to the Use of Radio Channels as Online Learning Media in Elementary Schools

The study aims to know the response of parents and teachers regarding the use of radio channels as online learning media in SD Negeri Paremono 1 Kecamatan Mungkid. The study uses qualitative comparisons with case studies. The data comes from 11 pairs of students, 11 parents plus 6 teachers from class I through class VI. During the data collection stage, researchers use interviewing methods, observation and angkets. Testing the validity of data, researchers used technical triangulation (interviews, observations, digitation of documents and angkets) as well as source triangulation (students, parents and teachers). Data analysis runs through four components, that is: data collection, data reduction, data presentation and deduction deduction. The results of this study indicate that the students' responses is good, the parents' response is also good, while the teacher’s response is also good. This is because the three data sources have clear information on executing online learning using radio channel media, preparations are made to a maximum and when the application is not absolute. As a learning evaluation, students usually get assignments, both online and offline. Online tasks are given and collected daily through the whatsapp/googleform. While the task is offline twice a week, students take and collect assignments on Mondays and Thursdays.
A Comparative Study of Sports Video Synthesis Based on Feature Extraction Algorithms

In competitive sports, the training of athletes is a long-term process, so it is an important research topic how to carry out efficient training to achieve good training results. In recent years, the multimedia database has shown its superior performance of rapidity and convenience in government affairs information processing, and has been widely valued by governments of various countries. However, due to the rapid development of the Internet, the competition among various online media has become fierce, which also shows that the dissemination of online sports news in China is still facing some challenges. Through collecting a large number of video image information of high-level athletes in training and competition. The effective analysis of these information can change the training mode of the coaches only by manual observation and experience. Feature is the starting point of many computer image analysis algorithms. The success of the algorithm is often determined by the features it uses and defines. This paper mainly proposes feature extraction algorithm. Taking sports video image as the main research object, a sports analysis system is designed and implemented by using video processing technology, which integrates video control, panoramic image synthesis, static background suppression, tracking and quantification of sports targets.
CHANGING THE PARADIGM IN THE VALUES OF EDUCATION IN THE 20TH CENTURY

The 20th century was marked by two bloodiest conflicts in the history of the world: World War 1 and World War 2, the wave of authoritarianism and totalitarianism in Europe did not surmise the fate of thousands of people, the era of dictators was replaced by democratic public administration, humanity experienced a never-seen-before rapid boom in science technologies, gradually raised awareness of human rights and rapidly increased the number of people on the planet. Along with material problems, humanity sought answers to philosophical questions of existentialism. The 20th century was a transformational time in which education became a value in an individual and national context. Quality education was one of the prerequisites for human well-being and growth, while competent and educated people contributed to the country's socio-economic, cultural and scientific growth. The aim of the article is to identify the transformation of the values of Latvian education in the 20th century.The research methodology is: (I) based on the analysis of historical sources, which would allow to identify the values of education in the 20th century in Latvia context on the world history; (II) based on the surveys of teachers, which will allow teachers to gain an understanding of the educational values of the 20th century, or the time when teachers themselves studied at school. Respondents will also be able to identify what they consider to be the most important changes in the process of transforming educational values.
Deep Residual and Deep Dense Attentions in English Chinese Translation

Neural Machine Translation (NMT) with attention mechanism has achieved impressively improvement for automated translation. However, such models may lose information during multiple times of attention representations. This paper focuses on dealing with the over-attention problem. In our English-Chinese translation experimental results, the proposed model reduces the error rate of information in output sentences about 0.5%.