Reviewerly/exHarmony huggingface dataset:
The role of didactic games in the intellectual development of students based on an individual approach in the educational process

In the 21st century, modernization of the content of education in the developed countries of the world ihas become one of the main directions of the introduction of a competency-based approach to education. Competency-based education is aimed at developing students' ability to apply the knowledge, skills and abilities acquired in their personal, professional and social activities, in which the intellectual development of students on the basis of an individual approach is of paramount importance.In recent years, we have seen an increase in the interest of schoolgirls in modeling, design, art, and in boys in the need for regular design, construction, construction, discovery, and technical creativity. This, in turn, requires teachers to be agile, highly skilled, up-to-date, constantly working on themselves, and critical analysis.
The Framework of Consensus Equilibria for Mining-Pool Games and Related Stability of Gap Games Behaviors in Blockchain Ecosystems

The goal of this paper is to establish the general framework of consensus equilibria for Mining-Pool Games in Blockchain Ecosystems, and in particular to explain the stable in the sense for the existence of consensus equilibria related to mining gap game’s behaviors by using one new concept called “consensus games (CG)” in Blockchain Ecosystems, here, the Blockchain ecosystem mainly means the economic activities by taking into the account of three types of different factors which are expenses, reward mechanism and mining power for the work on blockschain by applying the key consensus called “Proof of Work” due to Nakamoto in 2008.In order to do so, we first give an outline how the general existence of consensus equilibria for Mining-Pool Games is formulated, and then used to explain the stable for Gap Games for Bitcoin in the sense by the existence of consensus equilibria under the framework of Blockchain consensus, we then establish a general existence result for consensus equilibria of general mining gap games by using the profit functions for miners as the payoffs in game theory. As applications, the general existence results for consensus equilibria of Gap games are established, which not only help us to claim the existence for the general stability for Gap games under the general framework of Blockchain ecosystems, but also allow us to illustrate a number of different phenomenons on the study of mining- pool games with possible impacts due to miners’ gap behaviors with scenarios embedded in Bitcoin economics. Our study on the explanation for the stability of mining gap game for Blockchain ecosystems shows that the concept of consensus equilibria may play a important role for the development of fundamental theory for consensus economics.
MONITORING AND ANALYSIS OF ACADEMIC PERFORMANCE AT UNIVERSITY BY MEANS OF SOCIAL NETWORKING SERVICES

Improvement of the education system increasingly depends on the effective management of the quality of education. The article presents the possibilities of monitoring and analyzing the quality of knowledge in higher education institutions students by means of social networking services and social media. Based on an expert survey, the advantages and disadvantages of using the means of social networking services for conducting various types of monitoring are identified, the key advantages of using the means of social networking services designed for analyzing the quality of knowledge acquisition are emphasized, a comparative analysis of social networking services in various types of monitoring is conducted, and examples of the use of the means of various social networking services are provided.
Multilayer photonic reservoir computing architecture using time division multiplexing for parallel computation

In the era of big data, large scale classification and prediction problems pose new challenges that the traditional VonNeumann architecture struggles to address. This calls for implementation of new computational paradigms. Photonic reservoir computing is a promising paradigm for large-scale classification and prediction problems. Reservoir Computing (RC) has three layers: the input layer, reservoir layer and output layer. The reservoir layer is a random interconnected network of neurons that is independent of the task being performed using RC. This enables a particular reservoir to be used for multiple tasks, as only the output layer needs to be trained. The independent nature of reservoir layer provides an opportunity for parallel processing of multiple tasks at the same time. Unfortunately, the optoelectronic architectures for RC in literature do not exploit this capability. Therefore, in this paper, we propose a multi-layer opto-electronic hardware architecture for parallel RC. Our architecture employs time division multiplexing to perform jobs in parallel. The implementation of the reservoir is based on Delayed Feedback Reservoir (DFR) model. In our experiments, we study the performance of different configurations of the proposed architecture for NARMA task and analog speech recognition task. We show that our architecture can outperform some of the leading single layer architectures by up to 90% for NARMA task while performing analog speech recognition in parallel and closely matches the performance of leading multi-layer photonic RC architectures with an increased error of 8% due to parallel processing. The proposed high-speed architecture has a power consumption of ~50W for a 4-layer network.
The noise reduction of medical radiography images using fractional moments

Background: This paper presents a method to improve medical radiography images based on the use of statistical signal moments. Methods: In this paper, the image with noise is considered as a statistical signal, and the noise reduction is performed by using fractional moments. The fractional moment’s method, on the one hand, has a speed similar to the moment method, and, on the other hand, has not the limitations of the moment method, which sometimes achieves inaccurate results. The proposed method is ultimately examined on radiographic images (CT). Results: The information obtained from the fractional moments of the received signal is a criterion to estimate the noise parameters and the gray scales of the main image. One of the limitations of the proposed method is that the image should be sent several times, because in statistical discussions, we cannot make a decision with only one sample. The error of the proposed noise reduction method in terms of the number of times the original image was sent, is about 0.009, 0.0009, 0.0002, and 0.0001, for n = 3, n = 6, n = 9 and n = 14, respectively. Conclusion: The simulation results show that the proposed method is more effective than the most conventional noise reduction methods, both in the low signal to noise ratio and in terms of image quality, and is more powerful than the most notable noise removal methods in restoring the subtleties and image details.
Membangun Ketangguhan dan Adaptasi Transformatif: Kasus Pengurangan Risiko Bencana Banjir di Jakarta

Flooding has been increasingly seen as a 'real problem' in Jakarta since 2013. Since then, the Provincial Government of DKI Jakarta has urged the implementation of various mega infrastructure developments, including increasing the capacity of the Ciliwung River. However, the project was hampered by differences in perceptions and understanding between the community and the government regarding the risk of flooding and efforts to reduce risk. This study aims to analyze how governments, non-governmental organizations and vulnerable communities understand flood risk and how they cooperate in the decision-making process for flood risk reduction. This research also examines efforts to increase resilience and transformative adaptation that have been carried out, as well as evaluates policies and plans related to flood disaster risk reduction in DKI Jakarta. This research focuses on case studies of disaster risk reduction in high flood risk areas in the Kampung Melayu, DKI Jakarta. Empirical research provides qualitative data on the influence of collaborative mechanisms in decision-making processes related to flood risk reduction efforts. In addition, this research has the potential to increase knowledge transfer on increasing resilience in urban planning implementation related to disaster risk reduction, as well as increasing transformative adaptation to the impacts of climate change.
Blended learning as a tool for professional training of specialists for the Arctic region: modern practices in the context of digitalization of education

Abstract Blended learning now is becoming a popular technology which combines the traditional methods and tools with modern e-learning strategies. This paper focuses on contemporary approaches applied in the sphere of professional training of specialists for the Arctic and examines the experience of the two leading Universities of Russia which train highly qualified personnel for the Arctic region. In the context of digitalization of education a combination of different elements of electronic information and educational environment has been created and is actively developing. The authors use the official data and methodological documents and describe the latest practices applied in educational process in the context of digitalisation of education. The educational practices presented by the researchers reflect the experience of using the information and training portal “Arctic Safe” created in Saint-Petersburg University of the State Fire Safety Service and show capabilities of the electronic educational environment including distance learning system “FARVATER” which is used in Admiral Makarov State University of Maritime and Inland Shipping. The represented systems provide the students and teachers as well as the administration with the effective tools to organize the educational process.
El aprendizaje basado en objetos como estrategia para la enseñanza de la historia en Educación Primaria: un estudio cuasi-experimental

espanolEl uso de objetos facilita la introduccion de metodos de observacion, analisis e interpretacion en el aula, ademas de que posibilita un aprendizaje dialogico que favorece el intercambio de ideas y la construccion de argumentaciones. Esta hipotesis de partida enuncia el objetivo principal de este trabajo: valorar los beneficios de la introduccion en el aula del aprendizaje basado en objetos. Para ello, se diseno, implemento y evaluo una intervencion educativa en un aula de 4.o de Educacion Primaria, con un total de 28 participantes. Se llevo a cabo un diseno cuasi-experimental de corte cualitativo, siendo la observacion directa el metodo principal para la recogida de datos. Los resultados muestran como el uso de objetos influye positivamente en la mejora del ambiente de aprendizaje: favorece la motivacion de los estudiantes, su implicacion, su capacidad de analisis y observacion, asi como la motivacion e interaccion en el contexto de aula. Se concluye valorando la necesidad de incorporar estas fuentes en el aula con mas frecuencia, puesto que progresivamente otorgara al alumnado un pensamiento mas complejo y critico de la historia y favorecera la construccion de argumentaciones en base a pruebas. EnglishThe use of objects favors the introduction of observation, analysis and interpretation methods in the classroom, together with the development of dialogic learning that enhance the exchange of knowledge and the building of arguments. This starting hypothesis is based on previous research and is the frame for the main aim of this study: to analyse whether the use of objects in Primary classroom introduces and develops specific skills, such the mentioned. To give an answer to this aim, a teaching intervention was designed, implemented and assesses. The participants were a total of 28 students of 4th year Primary Education. A quasi-experimental study with a qualitative design was developed in order to analyse the data obtained in the classroom through direct observation. The results showed how objects have a positive influence in the teaching and learning environment: they favor the motivation of the students, their involvement, their observational and analytical skills and the interaction in the classroom context. As conclusion, it is emphasized the need to introduce objects in the school setting more often, as they gradually allow the students to develop a more complex and critical understanding of historical contents and favor the building of arguments supported by evidence.
Anime affection on human IQ and behavior in Saudi Arabia

The present study attempted to determine the effects of watching anime and understanding if watching anime could affect the mental and social aspects of kids or other group of ages, and also to decide that the teenagers and children should watch anime or not. The research design used in this study is the descriptive research method and observational where in data and facts from direct observations and online questionnaires were used to answer the research question. The finding of this study suggested that anime viewers has higher level of general knowledge comparing with the non- anime viewers and as well as higher IQ level significantly in a specific group, besides anime can be used to spread a background about any culture and plays a role in increase the economy.
Modeling word interpretation with deep language models: the interaction between expectations and lexical information

This project has re ceived funding from the European Research Council (ERC) under the European Unions Horizon 2020 research and inno vation programme (grant agreement No 715154), and from the Catalan government (SGR 2017 1575). We gratefully acknowledge the support of NVIDIA Corporation with the donation of GPUs used for this research, and the computer resources at CTE-POWER and the technical support pro vided by Barcelona Supercomputing Center (RES-IM2019-3-0006). This paper reflects the authors view only, and the EU is not responsible for any use that may be made of the information it contains.
A Good Memory and Luck

To win at the game memory, one needs a good memory and a bit of luck. The game memory is a well-known children’s game. It is eternally fascinating to young and old alike. Its most salient feature is that it requires concentration. Memory is usually played with a special deck of cards. Different pictures are printed on the face side, with each picture appearing on two cards. The game begins with the cards being distributed face down on the table. The players take turns turning over first one card, and then a second, so that all the players can see the cards. If a matching pair is revealed, then the player takes the pair and draws again. Otherwise, the cards are returned to their original positions face down. When all the pairs have been found and removed, the player who has found the most is the winner.
Best Computer For World Of Warcraft

The popular online role-playing game World of Warcraft still holds a strong spot as one of the most beautiful games ever produced. First released in ...
An Analytical Model for the Quality of Experience of Video Playout with Multiple Quality Levels in a Dynamic Wireless Network

A Markov fluid queue-based analytical model for the quality of experience of a mobile user that watches a video that has two (high and low) quality levels of encoding in a setting where the datarates a mobile user can achieve change dynamically is proposed. Although many works that study various quality of experience metrics exist in the literature, one that analytically models multiple quality levels is lacking. Our study fills this gap, and has the potential to serve as a mathematical tool for optimization in video transmission in such scenarios.
Finding Features of Actions Efficiently Synchronized with Dishwashing Robot

In this study, we propose a method for extracting the characteristics of body motions that contribute to reducing the takt time in a cooperative task between a dishwashing robot and a human operator. The proposed method collects the takt time and motion data from novice operators until they become experienced using an inexpensive acceleration sensor. The operation data is classified into experienced and novice periods using the variance value of the takt time. In addition, the Hidden Markov Model is generated to classify the motion data into multiple motion phases. The motion features of the operator are extracted for each phase from the generated model. The proposed method finds the motion features whose difference between the experienced and novice periods are similar to the takt time transition. It uses them as important variables. We verified the effectiveness of the proposed method by conducting experiments that simulate actual work at a restaurant. The Hidden Markov Model classified the operation phases into three categories with the AUC of 0.9. In all samples, we were able to extract the motion characteristics of the experienced operators. This study showed the potential to improve the speed of novice's progress by the extracted motion characteristics to improve education guidelines and to show operators how they should physically move.
Κατασκευή αυτοκινούμενου οχήματος προορισμένου για οδήγηση σε οδούς χωρίς διαγράμμιση αξιοποιώντας λαμβανόμενη εικόνα και τεχνητό νευρωνικό δίκτυο για την ανάλυσή της

This thesis ‘s subject is the planning and construction of a vehicle able to autonomously navigate road that is successfully recognized via optical means, analyzed by an artificial neural network constituted of neurons with Radial Basis activation Function (RBF). The vehicle is designed for use in real environments where it attempts to perceive the road as a driver would, by seeing, understanding where the drivable road is and leading the vehicle to the correct direction. Like so the built project will drive to the corresponding direction after analyzing the environment. The Computer Vision OpenCV library is extensively used throughout the project for formatting and making the received motion picture suitable for analysis.
IMPROVING THE STUDENTS’ ABILITY TO WRITE DESCRIPTIVE PARAGRAPH THROUGH INTRAPERSONAL INTELLIGENCE STRATEGY

Abstract: Improving the Students’ Ability to Write Descriptive Paragraph Through Intrapersonal Intelligence Strategy. Improving the Students’ Ability to Write Descriptive Paragraph Through Intrapersonal Intelligence Strategy. This research was aimed at finding out whether or not the use of intrapersonal intelligence strategy improves the ability in writing descriptive paragraph of the second year students of Indonesian junior high school. This research employed a quasi experimental method, with one group pre-test and post-test. The result of this research shows that the students’ post-test score for experimental group was higher than the students’ post-test score for control group. it was proved by the result of post-test mean score of experimental group (80.20) that was higher than the control group (70.l0). It is also proved by the value of t-test which was higher than the value of t-table (4.913>2.000). Based on the finding and discussion of the study, the researcher concluded that Intrapersonal Intelligence Strategy is significant to improve the students writing ability to write descriptive paragraph of the second year students of Indonesian junior high school. Keywords: Intrapersonal intelligence, writing.
Social Networking and Willingness to Communicate in English As a Second Language

The purpose of this research is to display the role of social networking, social media and sites, as well as their influences on the willingness to communicate in English as a second language. The research started with illustrating the idea of building the social networking followed by identifying and demonstrating the current state of network analysis. Then the points of weaknesses and strengths of applying the social media generally in education, and specifically on learning English were discussed and revealed.  Willingness to communicate (WTC) as a new concept and trend in learning and acquiring the second language was explained; illustrating and demonstrating its evolutionary stages and models within different periods of time. Finally, the effect of the social networking sites on the interaction of the language learners and their willingness to communicate in the second language was discussed via various conducted studies.
An Empirical Analysis of the Costs of Clone- and Platform-Oriented Software Reuse.

Software reuse lowers development costs and improves the quality of software systems. Two strategies are common: clone & own (copying and adapting a system) and platform-oriented reuse (building a configurable platform). The former is readily available, flexible, and initially cheap, but does not scale with the frequency of reuse, imposing high maintenance costs. The latter scales, but imposes high upfront investments for building the platform, and reduces flexibility. As such, each strategy has distinctive advantages and disadvantages, imposing different development activities and software architectures. Deciding for one strategy is a core decision with long-term impact on an organization’s software development. Unfortunately, the strategies’ costs are not well-understood - not surprisingly, given the lack of systematically elicited empirical data, which is difficult to collect. We present an empirical study of the development activities, costs, cost factors, and benefits associated with either reuse strategy. For this purpose, we combine quantitative and qualitative data that we triangulated from 26 interviews at a large organization and a systematic literature review covering 57 publications. Our study both confirms and refutes common hypotheses on software reuse. For instance, we confirm that developing for platform-oriented reuse is more expensive, but simultaneously reduces reuse costs; and that platform-orientation results in higher code quality compared to clone & own. Surprisingly, refuting common hypotheses, we find that change propagation can be more expensive in a platform, that platforms can facilitate the advancement into innovative markets, and that there is no strict distinction of clone & own and platform-oriented reuse in practice.