Reviewerly/exHarmony huggingface dataset:
코로나19 대응 원격수업에 대한 중등교사의 인식 변화: 2020년 1, 2학기 비교

This study analyzed how remote classes conducted in middle and high schools in the second semester of 2020, in which remote classes and back-to-school classes were combined due to COVID-19, had an effect on teachers' classes and school life compared to the first semester, and It was carried out for the purpose of finding ways to create an educational environment. To this end, an online survey was conducted with a total of 330 teachers (166 middle school teachers, 164 high school teachers) who experienced distance learning in the first and second semesters of 2020, and a focus group interview(FGI) was conducted with four senior teachers. carried out. the results are as follow. First, with respect to class activities in the second semester of 2020, middle school teachers answered that they had more time to invest in class preparation than high school teachers. Also, compared to the first semester, in the second semester, all middle school teachers answered that they had great difficulties in ‘inducing student participation’ and ‘attendance management’. Second, with regard to school life, it was found that middle and high school teachers perceived their school's crisis response and distance learning response generally positively. Third, in relation to the improvement of distance learning, it was found that they were satisfied with the parallel method of distance learning and back-to-school classes conducted in the second semester. However, it was reported that for more effective distance education, ‘operating various types of distance learning methods according to subjects’ and ‘introducing evaluation methods suitable for distance learning’ are necessary. Based on this, educational implications for improving distance education to be made in the future were suggested.
Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of Psychosis

Self-reflection is evaluation of one’s inferential processes often triggered by complex social and emotional experiences, characterized by their ambiguity and unpredictability, pushing one to re-interpret the experience, and update existing knowledge. Using immersive Virtual Reality (VR), we aimed to support social and emotional learning (SEL) through reflection in psychology education. We used the case of psychosis as it involves ambiguous perceptual experiences. With a codesign workshop, we designed a VR prototype that simulates the perceptual, cognitive, affective, and social elements of psychotic experiences, followed by a user-study with psychology students to evaluate the potential of this technology to support reflection. Our analyses suggested that technology-mediated reflection in SEL involves two dimensions: spontaneous perspective-taking and shared state of affect. By exploring the subjective qualities of reflection with the said dimensions, our work contributes to the literature on technology-supported learning and VR developers designing for reflection.
Improving Coseismic Slip Measurements

A physics-based method estimates the duration of earthquakes’ coseismic phase and can help improve the precision of coseismic slip models and magnitude estimates.
A EFFECTIVITY OF FLASHCARD LEARNING MEDIA TO MEMORIZE VOCABULARY IN JAPANESE LANGUAGE

Foreign language development in globalization era has caused many foreign language subjects added to school curriculum, one of them is Japanese language. One of school who added Japanese language to their curriculum is SMA Muhammadiyah 2 Genteng. In the process of Japanese language learning, there are many problems faced by students, one of them is difficulty in memorizing Japanese vocabulary. The author carries out classroom action research with object of research is class 10th Language dan Culture using flashcard learning media. The result from the classroom action research that has been carried out are the ability to memorize Japanese vocabulary in subject Watashi no Kazoku significantly increased after being given treatment using flashcard media learning.Keyword: effectivity, learning media, Japanese language
SOFT SKILLS REQUIRED BY ELECTRICAL ENGINEERS AT THE COVID19 PERIOD AND IN GENERAL

Appears in: ICERI2021 Proceedings Publication year: 2021Pages: 518-521ISBN: 978-84-09-34549-6ISSN: 2340-1095doi: 10.21125/iceri.2021.0182Conference name: 14th annual International Conference of Education, Research and InnovationDates: 8-9 November, 2021Location: Online Conference
Κατασκευή διαδραστικών βιβλίων με τεχνολογία επαυξημένης πραγματικότητας

The present thesis concerns the development of an immersive book-readingexperience by taking advantage of the advances in augmented reality technologies.The Android application that will be developed will provide visual or auditory digitalelements during the reading process depending on the current page. The choice ofthese elements, as well as the book itself, is made during runtime of the applicationusing input files, therefore there will not be a need for a different version of theapplication for each book.
CONTENT OF PRACTICAL TRAINING OF STUDENTS IN RESCUE SERVICES

Training students for rescue services within the higher education system presents a number of tasks that lecturers have to deal with. The syllabus of such training is based on the needs of practice and focuses on two areas - the preparation of a rescuer (firefighter) for the needs of the intervention unit and training in the field of fire prevention. As part of the training of intervening firefighters and rescuers, it is necessary to acquire the basic skills and principles needed in employment. The article points out the individual areas of professional practical education in the study program of the rescue service at the University of Zilina in Zilina. It deals with the specific content of the internship in the bachelor's and engineering degree studies within the process of preparing the graduate for the needs of the internship. With market-oriented education and the time of the change in the accreditation system, it brings a new perspective on the training of experts for fire brigades and the state administration in the field of fire protection.
ANALYSIS OF ELLIPTIC CURVES FOR CRYPTOGRAPHIC APPLICATIONS DEDICATED TO DEVICES WITH LIMITED COMPUTATIONAL RESOURCES

The dynamic development of the Internet of Things infrastructure contributes to the need for a newlook at the methods of protecting information transmission. Most modern systems were designed for devices witheasy access to power. Very often the Internet of Things devices have both limited computing power and verylimited energy resources. These conditions contribute to the need to optimize the computing costs of algorithmswhich ensure communication protection. The purpose of the following work is to provide a concise introductionof the properties of certain algebraic groups generated by the most popular elliptic curve subfamilies and acomparison of the computational costs of the arithmetic operations of adding and doubling points in these groups.
EVALUASI PENERAPAN PENANGGULANGAN KEBAKARAN DI PT PELINDO IV BALIKPAPAN

An emergency is an event or series of events that threaten and disrupt people's lives and livelihoods caused, either by natural factors and/or non-natural factors as well as human factors, resulting in human casualties, environmental damage, property losses, and psychological impacts. Fire control is all efforts to prevent fires by various efforts to control each manifestation of energy, procurement of fire protection facilities and rescue facilities and the establishment of emergency response organizations to eradicate fires. In this study, the author discusses the application of fire prevention at PT Pelindo IV Balikpapan. This study uses a descriptive research method with a qualitative approach where the author uses a checklist sheet regarding the suitability of fire prevention and interview guidelines to conduct interviews with sources who are considered to be the most knowledgeable about fire prevention at PT Pelindo IV Balikpapan. The results of the study found that the suitability of the emergency response system was 61.11% and life-saving facilities was 85.71% with an average value of suitability for fire prevention at PT Pelindo IV Balikpapan of 73.41% with the enough category.Keywords: Emergency, Fire Fighting, Life Saving Facilities, Emergency Response System.
Anti-money laundering compliance with cryptoassets

There is no longer any doubt that “cryptocurrencies,” or “cryptoassets,” are a huge success, not only in the business world but also with the general public. However, these blockchain-based financial instruments cause concern regarding their use by criminals, and in particular their ability to facilitate money laundering. The FATF and the European Union have therefore updated their money-laundering prevention laws and France passed the PACTE Act (May 22, 2019) and issued an order (December 9, 2020) that requires cryptoasset industry professionals to combat money laundering. This article analyzes the possibility that the French Penal Code definition of money laundering does not prohibit blockchain from being used in money laundering operations. It then compares the two regimes applicable to cryptoasset industry professionals: some are required to follow anti-money laundering procedures while others are not. The article ends with a review of the problems industry professionals encounter when trying to satisfy the “know your customer” obligations given the continuing technological efforts to maintain anonymity.
A Model for Improving the Process of Preparing Future Teachers for Innovative Pedagogical Activities

The ways of improving the preparation of future teachers for innovative pedagogical activities of general education secondary schools, rounding of innovative activities, a model of innovative activities, the effectiveness of innovative activities in the short term using optimal (most acceptable) methods are shown.
ENGLISH STUDY PROGRAM OF GRAHA NUSANTARA UNIVERSITY STUDENTS’ PERCEPTION TOWARD THE USE OF “WHATSAPP” FOR LEARNING

The present study was intended to explore English Study Program of Graha Nusantara University students’ perception of WhatsApp use for English learning. Twenty students at English Study Program of Graha Nusantara University, were involved in this study. The study employed a qualitative method with a case study design using questionnaires and semi-structured interview as data collection methods. Basic statistical analysis was used to analyze data from the questionnaire, and the data from interviews were analyzed using the flow model by Miles and Huberman. The results indicated that the students in this study use WhatsApp for learning and improving their English. It is shown that even though self-effort to internet access was the main obstacle in the learning, their reading and writing skills were found improved. This result in the futureis expected to be able to make other faculties realize that smart phone application can enhance the learning environment and outcome. Further, they stated that WhatsApp provides them English content sources to practice their English skills, specifically listening, enlarges their vocabulary and increases their pronunciation knowledge. Besides, as social media provides a lot of English content, students can repeat English content which they like anytime and anywhere. The situation creates a stress-free language environment for students to be comfortable and motivated to learn English outside classroom. Students also stated their challenge in using WhatsApp for learning, such as internet connection problems, privacy, and inappropriate content. Based on the results, it can be concluded that students have a positive perception of employing WhatsApp to learn English.
Spoken Language Identification by Means of Acosutic Mid-level Descriptors

We introduce an acoustic mid-level feature (MLD) set derived fromopenSMILE low-level descriptors for the purpose of language characterisation andidentification. The four languages targeted in this study are Georgian, Pashto, KurmanjiKurdish, and Turkish. Language-dependent differences of these features willbe discussed in terms of language typology. Furthermore, language identificationby feed forward neural networks is comparatively evaluated for the MLDs and foropenSMILE functionals, as well as for varying segment of analysis lengths. Thebest result 76.3% UAR was achieved for a joint feature set and for a minimumspeech chunk length of 8 seconds.
Presence, Cybersickness, Anxiety, and Heart Rate Variability in a Non-Clinical Population Using Virtual Reality Environments Designed For Specific Phobias' Treatment

The current study was performed to assess the phenomenon known as Presence, to measure Anxiety responses, simulator sickness and autonomic activation in subjects of the general population. The sample consisted in 37 Argentine participants (15 male, 22 female) between ages 20 and 40; who were exposed to 3 virtual environments designed to research and treat phobias. Instruments utilized for this study were the Symptom Checklist 90-R, Acrophobia Questionnaire, Fear of Spiders Questionnaire, The Claustrophobia Questionnaire, Igroup Presence Questionnaire, Simulator Sickness Questionnaire and the State-Trait Anxiety Inventory. All virtual environments generated sufficient feeling of presence. Cybersickness was only registered in the Elevator scenario. The Apartment and Spiders environments have shown not to be anxiety triggers within this population. As for Elevator, a significant increase in the level of state anxiety was generated. A possible hypothesis to account for this fact might be that reported anxiety responds to movement simulated in the virtual scenario while on the other two scenarios the subjects remained static. The existence of a correlation between HRV and state anxiety has been analyzed and no significant relation has been found between the variables. Even though there is a relation between anxiety and presence, no significant relation has been found between anxiety and presence. Regarding sensory conflict, a follow up study in the Elevator environment should be done, eliminating movement and exposing subjects to the stimuli while static at different heights. Future studies should consider broadening the size of the sample and studying clinical population to compare results.
MINGLE GAME FOR TEACHING SPEAKING

Speaking is the important skills that need to be mastered by the learners. Despite those important of speaking, there are many problems in learning speaking. Mingle can be modified into new model for teaching speaking. Basically, it is an activity where the students stand, talk to each other’s, and circulate from one to another by moving around. The purposes of this research were to (1) describe the utilization of Mingle Game in teaching speaking at Azmania Ponorogo, (2) What the factors influencing the Mingle are (3) How the students’ responses are. This research applied qualitative approach and case-study design. The techniques of collecting the data were interview, observation and documentation. The subject was taken from the 25 students of the second grade class of Azmania Junior High School Ponorogo. The result of this research revealed that (1) The teacher used three steps pre-activity, main, and post activity .(2) The factors influencing the successful implementation of Mingle game at Azmania are the students’ motivation, activities, rules, students’ seat, clear instruction, and preparation. (3) In implementing the Mingle game, there were good and negative responses. Some of them said that they were enjoyed while playing this game. But some of them said that this game is difficult and needs a lot of energy. The responses from the students’ can be a basic evaluation to create more effective activities.
Effective Two-Stage Processing Based Lite Deep Learning Classifier for Gender Detection

For an intelligent autonomous mover, in addition to providing the functions of object detection and collision avoidance, gender classification has acquired more attentions recently due to its important role in user-friendly use in surrounding-crowds environments. In this study, we propose a two-stage processing based lite convolutional neural network (CNN) architecture for gender classification, where the pedestrians’ boxes inferred by the first stage detection are used as the inputs of the gender classification by the second stage process. By the proposed second-stage lite CNN-based model, the recognition accuracy of gender classification can be up to 99% with the image datasets collected in supermarket. Compared with the previous methodologies, the proposed two-stage processing approach performs higher recognition accuracy for gender classification.
tiNNbre: a timbre-based musical agent

In this paper, we present tiNNbre, a generative music prototype-system that reacts to timbre gestures. By timbre gesture we mean a sonic (as opposed to body) gesture that mainly conveys artistic meaning through timbre rather than other sonic properties. The system is designed and developed to be used in free improvisation and composition. Our prototype is powered by a neural network trained using a supervised learning approach on a set of sonic gestures representing the stimulus (or input) and a correspondent set of sonic gestures representing the reactions (or output). This model is then used to explore and generate new musical material. Here, we present an informal evaluation of our system, based on two use cases. In the first, the system is trained using MFCC analysis, while the second uses Constant-Q Transform spectrum. Participants were asked to rate our system's generated audio, particularly in respect of timbre. Results showed that although tiNNbre has been tested offline, it fosters timbre-rich interaction with the sonic materials and the co-creation process. Broadly speaking, musicians preferred the results obtained using the second system other than for purely percussive gestures.
Proposed speech recognition interface framework using web browser

A website can only be accessed via devices that comes with both GUI which stands for Graphical User Interface and a screen. For this to be done, there must be physical attraction with such devices. This paper presents a speech recognition using web browser (SRWB) which permits browsing or surfing the Internet with the use of a standard voice only and VUL (Vocal User Interface development). The SRWB system input from the users in form of vocal commands and coverts these voice commands to HTTP requests. The SRWB system will sends the voice commands to the web server for processing purposes and when the processing is done, the converted or translated HTTP response is outputted to the end users in a voice format made audible with the attached loudspeakers. The system uses the Speech Application Programming Interface which is known in short as SAPI. SAPI which was developed by Microsoft allows SRWB to be used in the Windows applications. This algorithm is implemented by the system to achieve its target over content of the web to classify, analyse and send back important part of web pages to the end users. Speech recognition is used for controlling web browsers and applets, enhancing the internet, and filling out forms in numerous ways. Through speech synthesis, web pages are brought back to live, reduces audio that are sent over the internet. SRWB has many applications such as assisting the blind people to make use of the internet via speech and hearing. It will help both the young children and people with disability who can’t operate a keyboard to use the internet by just speaking. It grants enablement to people to interface the website contents through oral or audio commands instead of using a keyboard. For this system Microsoft access and SQL were used as databases while Visual Basic.NET was the programming environment used for developing and designing. SRWB is very easy to use, visually independent and can be used by anyone that is not computer literate.
Use of Javanese and Indonesian Vocabulary in Improving Early Childhood Language Ability

The research method used was Quasi Experiment Design with a non-equivalent control group design research design. This research was conducted at TK Omah Dolanan Yogyakarta randomly in the control group and the experimental group. The control group used Indonesian and the experimental group used Javanese. Based on the research, it shows that the use of Javanese and Indonesian in improving early childhood language skills based on the results of the calculation of the pretest-posttest normality test, the significance level of the use of Javanese and Indonesian is 0.200> 0.05 so that the resulting data is normally distributed and based on the results. The homogeneity test obtained a sig value of 0.420> 0.05 so that the resulting data had a significant or homogeneous variance, then the t-test was then carried out to produce a sig. (2-tailed) = 0.840> 0.05 then Ho is accepted and Ha is rejected, which means that there is no comparison of the use of Javanese vocabulary and Indonesian vocabulary in improving early childhood language skills .
SISTEM INFORMASI GEOGRAFIS WISATA DAN EVEN WISATA KABUPATEN PEKALONGAN BERBASIS ANDROID

The purpose of this research is to build Pekalongan Regency Tourism Geographic Information and Tourism Event System application based on android that can facilitate Pekalongan regency community in knowing tourist attractions in Pekalongan regency and upcoming tourism events. The absence of an integrated system regarding tourist attractions and tourism events makes people less aware of the location of tourist objects and tourism events to be held, therefore a system is needed to display information about tourist maps containing the location of tourist attractions, user locations and travel routes to tourist attractions and upcoming tourism events.In developing this system, the author uses the waterfall system development method. This system uses the Google API to display tourist maps, and uses the Java programming language from the Android Studio platform and uses cloud firestore from Firebase.The conclusion of the results of this study is that the Tourism and Event Geographic Information System Application of Pekalongan Regency can help facilitate the public in knowing the location of tourism and upcoming tourism events.
Artificial Intelligence

The article explores the unique perception towards students’ future aspects regarding enrollment in higher education by featuring AI (artificial intelligence) techniques and applications in solving real-world remote problems. Some students might feel that higher education only implies the study of domains like quantum mechanics, fluid mechanics, advanced mathematics or chemistry, but that is not the case. Artificial Intelligence and its applications to solve real-world problems also forms a major portion of higher education. Some of these topics may include fuzzy techniques, evolutionary algorithms, neural or swarm intelligence etc. But apart from this, the chapter highlights some of the amusing arguments of AI in higher education for implementing human fuzziness, bio-inspired evolutionary algorithms like genetic, neural, swarm intelligence, ecological colonization of invasive weeds for solving real-world optimization problems to an exact and accurate limit. AI is almost used in every discipline of higher education in direct or indirect form. Thus, a different way of analyzing the future aspects in education is required by students for their active participation in higher education. Keywords: Artificial intelligence, higher education, bio-inspired evolutionary algorithms, students.