Reviewerly/exHarmony huggingface dataset:
Analisis pola asuh orang tua terhadap motivasi belajar siswa di UPT SDN 2 Rantau Tijang Kecamatan Pardasuka

Education is something that cannot be separated in human life. Likewise, parenting patterns for children's growth and development are very decisive for their growth and development, especially in shaping the personality of children who have high motivation. This is because parents are the first environment for children so that the child's personality depends on their upbringing. The research method used is qualitative, it is intended to know clearly in analyzing natural objects, where the researcher is the key instrument. While the data analysis technique used is a data triangulation technique in the form of a merging technique which is carried out using detailed analysis of the research subject. The result of this research is that there is an effect of parenting style on students' learning motivation in class. 4) In the text "Serat Wedhatama IV" contains religious character education who lives based on Islamic principles.
Improving Student Competence MYOB Accounting, Data Processing, and Financial Literacy at Tanjung Pinang SMK Negeri 1

The ability of students of SMK Negeri 1 Tanjung Pinang Accounting Department in the field of data processing is still very low, so it is necessary to provide training in the form of application practise using MYOB computers so as to gain expertise at the national level. The sustainability of the results of this activity is that vocational students are able to input and output financial results with the help of MYOB software. The continuation of this activity is to record finances to record financial reports. Students of SMK Negeri 1 can prepare standard financial reports for small and medium micro-financial entities in accordance with the financial reporting cycle. Students understand the accounting cycle and the preparation of financial reports according to entity financial accounting standards without public accountability. Students of SMK Negeri 1 understand the use of MYOB accounting practices from physical evidence to producing financial reports. And students are aware of the importance of using banking services and products and choosing strategies and taking risks.
Repercussões obtidas nos serviços de saúde com a implantação do Lean Healthcare: revisão integrativa

The aim was to identify which types of health services/sectors implemented Lean Healthcare and the repercussions obtained. This is an integrative review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses – PRISMA guideline. Searches were carried out in health electronic databases and portals, resulting in 24 articles published between the years 2012-2022. It was evident that the last five years presented 88% of the publications, including during the period of the COVID-19 pandemic. Of the health services that implemented Lean, 58.4% did not mention the type of administration, 25% had a private institutional profile and 16.6% were public. The predominance of implementation was in hospitals and university institutions, followed by primary care and laboratory. The most obvious repercussions were the reduction in waiting time, increased patient and professional team satisfaction. It is concluded that the Lean philosophy proved to be effective in different health care scenarios. The importance of longitudinal studies that present the maintenance of the results obtained is highlighted.
UltraCLR: Contrastive Representation Learning Framework for Ultrasound-based Sensing

We propose UltraCLR, a new contrastive learning framework that fuses dual modulation ultrasonic sensing signals to enhance gesture representation. Most existing ultrasound-based gesture recognition tasks rely on a large amount of manually labeled samples to learn task-specific representations via end-to-end training. However, they cannot exploit unlabeled continuous gesture signals that are easy to collect. Inspired by recent self-supervised learning techniques, UltraCLR aims to autonomously learn a ubiquitous gesture signal representation that can benefit all tasks from low-cost unlabeled signals. We use the STFT heatmap as a secondary input and leverage the contrastive learning framework to improve the high-quality Channel Impulsive Response (CIR) heatmap input representations. The learned representations can better represent the spatial-position information and intermediate states of gesture movement. With the representation learned by UltraCLR, we can greatly reduce the complexity of downstream gesture recognition tasks so that they can be completed using a simple classifier trained with a small training set and a lower computational cost. Our experimental results show that UltraCLR outperforms state-of-the-art gesture recognition systems with only a few labeled samples, and achieves more than 85% reduction in computational complexity and over 9x improvement in inference speed.
The Effectiveness of Infographic Learning Media in Increasing Learning Interest, Visual Spatial Intelligence and Student Learning Outcomes in Gugus Ahmad Yani KEC. Kuningan

The industrial revolution 4.0 encourages people to be able to maximize technology and information. Not least in the world of education, teachers are competing to innovate in terms of utilizing technology as a learning support. Learning will be fun when it is supported by interesting learning media. According to the Ministry of Education, Culture, Research and Technology of the Republic of Indonesia by utilizing a variety of media on technology and information devices, teachers can present information / teaching materials in a more varied and interesting form (not just text) so that students understand lessons more easily. This can be used by teachers to increase students' interest in learning about Pancasila and Citizenship Education (PKn) lessons. Pkn learning will be interesting if the teacher can make updates in the implementation of learning. Infographic learning media can be a solution to attract students' interest in learning, with increased interest in learning expected to be in line with increased visual intelligence and learning outcomes. The novelty in this study is the existence of a mediator variable of spatial visual intelligence. The purpose of this study is to use infographic learning media in Pkn learning. The design of this research is Quasy Experimental with Nonequivalent Control Group Design . Sampling was carried out using cluster random sampling . The results can be concluded that the indirect effect of interest in learning on learning outcomes through visual-spatial intelligence = 0.203 &lt;0.029 . This means that visual-spatial intelligence is not effectively mediates interest in learning towards learning outcomes Keywords: Interest in learning, Visual Spatial Intelligence, Learning Outcomes
Corrigendum to Home Literacy Environments and Foundational Literacy Skills for Struggling and Nonstruggling Readers in Rural Early Elementary Schools

Learning Disabilities Research & PracticeVolume 38, Issue 2 p. 175-176 CORRIGENDUM Corrigendum to Home Literacy Environments and Foundational Literacy Skills for Struggling and Nonstruggling Readers in Rural Early Elementary Schools First published: 29 May 2023 https://doi.org/10.1111/ldrp.12310Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onEmailFacebookTwitterLinkedInRedditWechat No abstract is available for this article. Volume38, Issue2May 2023Pages 175-176 RelatedInformation
Game Theory Optimization Based on Python: Evidence from Board Game “Go-Moku”

Game theory has been widely used in multiple fields such as economics, computer science, and political science to study the rational behavior of multiple decision makers in different scenarios. In recent years, with the rapid development of artificial intelligence, AI trained using game theory has shown outstanding performance in board games such as Go, chess and backgammon. This study explores the application of game theory optimization in the board game "Go-Moku" using a learning algorithm combining Monte Carlo tree search algorithm and reinforcement learning. The paper discusses recent developments in game theory in Go-Moku and explains the Monte Carlo tree search algorithm in detail. The performance of the algorithm is evaluated through experimental results of the application of Alpha Zero in the Go-Moku domain, demonstrating its effectiveness in improving the gaming capabilities of artificial intelligence. According to the analysis, after 1,100 training sessions, the algorithm combining reinforcement learning and MCTS had a 9:1 win rate compared to a pure MCTS approach with 2,000 self-simulations per step. And playing against the 800-times pure MCTS method, it reached a 10:0 win rate for the first time in the 300th game. In addition, the paper discusses potential applications of game-theoretic optimization in other dynamic games. Overall, these results shed light on further exploration of game theory in the area of complete information games and reinforcement learning.
The Benefit and Risks for Scraping Based on Python

As society's demand for the web has become greater, web crawler technology has been introduced and widely applied in various applications. Web crawling technology has a very controversial nature, with many people loving to use it, but many resisting. This study will discuss the definition of web crawling technology and analyze the reason why it is popular but also resisted by the public, and demonstrate the detail approach to implement web crawlers on Python. This leads to the conclusion that web crawling is a web technology that can save time and labor and can be applied to data investigation. The reason for its popularity is that it saves time and can automatically visit the desired web pages and retrieve data from them. However, it is resisted for many reasons, one of which is that it can cause damage to the interests of others, because web crawlers can collect paid data by special means. Python is the best language for running web crawlers because Python is the programming language that most resembles human language.
Medbot- Design and Development of Medical Robot for Healthcare Digitalization

The main goal of this paper is to make a multifunctional robot along with a database management system named “MEDBOT”. That will reduce the problem of spreading any viral or infectious disease by maintaining social distance. A robot is designed and implemented will replace the ordinary system in the medical sector in a digital way with fewer life risks. Being a multifunctional robot, it can perform as a receptionist, entertainer, nurse, cleaner, and deliveryman. As a nurse, it will check a patient’s temperature, Heart Rate, Oxygen Saturation, and Heart condition in a contactless way. Furthermore, these vitals are easily stored in its database system. These vitals are broadcast on the device’s display and server, where the doctor can quickly monitor them in real-time. A mobile application-based remote-control system is equipped in this robot to control it remotely. Moreover, a disinfecting system and UV-C light are used for sterilizing purposes. The previously invented medical robot can perform one or two tasks, but a revolutionary change will come into the medical sector by making this robot. At last, it can be said that the ‘Medbot’ can reduce infectious disease, save time moreover digitalize the medical industry by doing these works. Finally, building a digital Bangladesh, it will work along with the medical sector as a warrior.
Hybrid Scrum-XP: A Proposed Model based on Effectiveness of Agile Model on Varieties of Software Companies in Bangladesh

The Agile Methodology is a term which refers to a method of software development that is incremental and iterative in nature and is used to manage and incorporate constantly changing needs. This entails decomposing the entire development process cycle into a series of tasks. The process is further divided into a number of sub-tasks, each function is independently. The Agile Development technique, which is a popular and growth-oriented strategy, provides not only speedy project delivery, but also software responsiveness, which leads to total corporate growth and agility. The organization's project management capabilities and performance are improved through the adoption of Agile practices. In their business, the companies employ Agile methods. As a result, the goal of this study is to see how effective agile approaches are in Bangladeshi software organizations. A survey of established software companies in Bangladesh is being conducted to accomplish the objective. The Scrum and XP agile technique is the most widely used according to the findings. It is proposed that Scrum and the XP model be combined to achieve maximum effectiveness and overcome their respective limits.
Needs for Child Abuse Reporting Process Among Korean Child Support Agency Professionals

This study aims at investigating the need for child abuse reporting a system among the professionals at the Child Support Agency. Based on the review of the job characteristics of the child support services and the examples of the child abuse reporting systems in similar agencies in and out of Korea, focus group interviews were conducted with eight professionals from the Child Support Agency. The results showed that they were frequently exposed to suspicious child abuse cases. However, the professions tended not to report the cases due to uncertainty about following the original goal of the service and absence of reporting procedure. The unique needs for a child abuse report process for the professions in the Child Support Agency were discussed in this study.
Training nurses in VR: exploring spatial mapping and free-hand interaction

Virtual Reality can provide an immersive training environment in nursing education, in particular to experience situations that cannot be perceived in the reality. Through a user-centered design process with educators and students from a nursing school, we developed a VR application for asepsis training in a blood sampling scenario. The simulation allows to visualize the contamination risks during the procedures. We conducted three tests and continuously improved the application in order to increase the usability and the feeling of immersion. During the tests, we compared two interaction modalities, two visualizations of the hands and different degrees of immersion (teleportation, or mapping a real simulation room, with the possibility to walk and touch physical elements). These experiments allowed us to draw a conclusion on the level of immersion reached by the new virtual reality technologies and on their possible implication in the practical training of students.
Multi-Modal Fusion Object Tracking Based on Fully Convolutional Siamese Network

RGBT tracking incorporates thermal infrared data to achieve more accurate visual tracking. However, the efficiency of RGBT tracking may be diminished by some bottlenecks, such as thermal crossover, illumination variation and occlusion. To address the aforementioned problems, we propose a fully-convolutional Siamese-based Multi-modal Feature Fusion Network (SiamMFF) that integrates RGB and thermal features. In our work, visible and infrared images are initially processed by the Multi-Modal Feature Fusion framework (MFF) at the search and template sides, respectively. Then, the attribute-aware fusion module is introduced to conduct feature extraction and fusion for the major challenge attributes. In particular, we design a skip connections guidance module to prevent the propagation of noise and to enrich the feature information so that we can improve the tracker’s discriminative ability for modality-specific challenges. The proposed SiamMFF method has been evaluated in a great number of trials on two benchmark datasets GTOT and RGBT234, and the precision rate and success rate can reach 90.5%/73.6% and 81.2%/57.3%, respectively, demonstrating the superiority of our method over existing state-of-the-art methods.
Motivational Management and Leadership: " the curriculum of the discipline – 011 Educational, pedagogical sciences

The working curriculum of the elective course "Motivational Management and Leadership" is developed in accordance with the educational and scientific program "Theory of learning in institutions of general secondary and higher education". The level of higher education is the third (educational and scientific). Educational degree - doctor of philosophy. Field of knowledge - 01 Education/Pedagogy. Specialty 011 Educational, pedagogical sciences. Qualification - Doctor of Philosophy in the field of education, specialty 011 "Educational, pedagogical sciences" The developed program of the study discipline "Motivational Management and Leadership" consists of two modules. 30 hours / 1 ECTS credit are allocated to the study of the academic discipline (lectures - 4 hours, seminar classes - 6 hours, independent work - 20 hours. Control form - credit). The study of the academic discipline is provided for in the third year in the 5th semester. The purpose of the academic discipline is to expand and deepen knowledge in the field of the basics of the theory and practice of motivational management and leadership; formation of future doctors of philosophy competence in motivation and development of leadership qualities in management with different categories of education workers; the formation of methodological, scientific-methodical, teaching and managerial competences necessary for the implementation of effective professional and research activities in the field of education management, etc., which are disclosed in Module 1. Topic 1. Scientific principles of motivational management in the education management system. Module 2. Topic 2. Leadership: nature, styles, approaches, concepts. The program describes: topics of lectures and seminar classes and questions for consideration, topics of independent works - with the distribution of study hours, as well as subject competences that should be formed in graduate students (integral, general, professional), and programmatic learning outcomes, learning methods and controls, a scale of points, a list of basic and additional literature.
Greek kindergarten children’s motivation for reading

The aim of the present study was to investigate Greek kindergarten children’s reading motivation and their gender differences in reading motivation during kindergarten attendance. The sample of the present study consisted of 100 kindergarten children enrolled in public schools in Crete. The “Me and my reading profile” (MMRP) reading motivation tool was used. The MMRP was adjusted to Greek and was given to sample children in the beginning and at the end of the school year. Data analysis conducted with exploratory and confirmatory factor analysis revealed a 5-scale factorial structure in children’s reading motivation. Results showed that kindergarteners enhanced their reading motivation throughout the school year in the 3 out of the 5 extracted factors, while significant differences were found in the degree of reading motivation improvement between boys and girls. The results are important because they present data related to children’s reading motivation development at the first stages of literacy acquisition and are useful for making specific suggestions about educational practice and policy in Greece.
Exploring Visual Languages for Prototyping Interactive Behaviors for Tangible Virtual Reality

We explore potentials and limitations of visual programming environments to prototype Tangible Virtual Reality interactive behaviors, a technically complex task that requires the integration of real-time tracking hardware as well as software to program what happens in the virtual world given the position and orientation of physical objects. We created a plugin and an ad-hoc library to ease the integration of tracking hardware in the Unreal Blueprints visual environment and facilitated a one-day contextual inquiry workshop with six designers and researchers (with textual programming expertise) programming interactive behaviors using our library. Observations and contextual interviews with participants involved in two design activities uncovered areas of development for future visual end-user tools: provide different layers of abstraction, embrace liveness, foster in situ immersive programming and enable the use of interactive machine learning to program behaviors via users’ physical demonstration.
The impact of force majeure situations (coronavirus) on the higher education

The COVID-19 epidemic has triggered a negative spiral in the global economy and had a profound effect on the higher education system. As a social distancing technique to avoid community transmission, the abrupt shutdown of universities has switched face-to-face classrooms to online learning platforms. The article analyzes the impact of COVID-19 on the development of graduate and postgraduate education in Kazakhstan. It was found that the main forms of education in a pandemic are asynchronous or part-time education, synchronous and mixed. Four groups of teachers formed as a result of the forced transition to distance learning are characterized: teachers of disciplines that require a significant amount of practical, laboratory work; teachers who actively used digital technologies before the pandemic; teachers familiar with digital technologies; teachers who have not been able to master new tools for organizing learning, teamwork and the expanded use of digital resources. The problems common to most universities are identified: the lack of professionally developed programs for online learning, insufficient funding, and the need for methodological training of teachers to work with students online.