Reviewerly/exHarmony huggingface dataset:
A semiotic analysis of political cartoons on the first 100 days of Anies Baswedan government

Nowadays, information can be conveyed not only through words, but also through images. An image is also a form of one-way communication because, through an image, people can convey the meaning. This study aimed to describe Anies Baswedan�s political cartoons on his first 100 days as a governor. This study employed a qualitative research approach, and the content or document analysis as the research design. The researchers collected and analyzed the data dealing with the relationship between the utterances and Anies� cartoons on his first 100 days as Jakarta�s governor. In analyzing the data, some steps were taken: first, categorizing the sign into icon, symbol, index using a typology of signs; second, interpreting the meaning of the political cartoons; last, drawing conclusions based on the result of the analysis. The study found that the signs in those political cartoons had powerful meanings to convey the aspiration of Indonesian people freely towards Anies� government. Also, the fact that the cartoons were in the forms of images eased the readers in understanding the meanings behind them, and the political cartoons deal with the relationship between visual and verbal signs of cartoons because it will be helpful for the researchers to know about events depicted in those cartoons.The study also offers some potential use of cartoons for language teaching, even though the challenges of employing them are evident.
Fraïssé–Hintikka theorem in institutions

Abstract We generalize the characterization of elementary equivalence by Ehrenfeucht–Fraïssé games to arbitrary institutions whose sentences are finitary. These include many-sorted first-order logic, higher-order logic with types, as well as a number of other logics arising in connection to specification languages. The gain for the classical case is that the characterization is proved directly for all signatures, including infinite ones.
An Innovative Approach to a Hybrid Quadrotor Design

This article presents a hybrid design for a quadrotor aircraft. The hybrid is a combined system of a land robot and a quadrotor aircraft aimed at performing both driving and flying tasks. The hybrid quadrotor performs flying tasks in the usual way a normal quadrotor would do while the added caterpillar tracks would help maneuver over any type of terrain. The current prototype design was established after analyzing multiple designs and their response to various loads and impact forces. This study focuses on a practical approach to designing a hybrid quadrotor with experimental studies demonstrating the performance and feasibility on both flying and driving missions. The research outcomes were successful, and the new hybrid structure managed to survive a drop from a height greater than 2 meters. The hybrid quadrotor prototype was tested using finite element analysis and validated experimentally.
The Role and Expectations of Physical Education for the Elderly for Active Aging in the Age of 100

The purpose of this study is to propose the roles and expectations of the elderly physical education for active aging. This study examines the problem of the elderly that has emerged as an issue of our society from a multifaceted viewpoint, and the role and expectation of the elderly physical education to strengthen the consciousness and participation of the elderly for the active aging of the elderly. It emphasized that the diverse health problems of the elderly can be monetary easing of physical activity for active aging defined as health, participation, and safety. Furthermore, the deterioration of motor function due to aging led to social maladjustment and lack of social participation of the elderly. Finally, loss of role from isolation, alienation and income reduction can meet social needs through participation in physical activity. Especially, it is necessary to educate the elderly in various ways in order to enable the safe life of the elderly. The need for the development and dissemination of physical education programs for the elderly, changes in the social perception of the elderly, the space and policy for the elderly to participate actively in physical education, and the elderly physical education instructor It is a demand for upbringing.
A Case Study of Service Design Process for User Experience in Medical Space

This study is a case analysis study conducted to identify, analyze, and understand the user experience in the medical space and to confirm the effectiveness of the service design process of design completion through user participation. In this study, the service design process was conducted in four processes: service safari, persona, survey/interactive interview, and co-creation workshop. The behavioral factors of users recorded and analyzed with cameras through service safaris have been useful for objectifying problems, and characterization through virtual characters representing user groups through persona represents characteristics of each user group. In-depth user analysis was made possible through questionnaires and contextual interviews. Lastly, through the co-creation workshop process, various users’ problems and intentions were identified, and an opportunity to consider the project from the group’s perspective rather than from the individual’s perspective was created. The above service design process was able to identify, understand, and analyze the behaviors and needs of various users in the medical space, and through this active participation of various users, it is possible to improve satisfaction with the results of design improvement.
Comparison of blockchain e-wallet implementations

With the rise of blockchain technology and cryptocurrency, secure e-wallets also become more important. But what makes an e-wallet secure? In this report, we compare different aspects of ewallets t ...
Escape from Dungeon—Modeling User Intentions with Natural Language Processing Techniques

Educational games are a powerful solution for pedagogical problems, both from students’ and teachers’ points of view. Students may experience the inability to focus on lectures in a traditional learning environment, as they cannot understand the lecture materials, are not motivated to study, or the subjects are not challenging enough. Research on learning strategies shows that students are more likely to remain focused and engaged in a smart learning environment that makes use of gamification, instead of a classical classroom scenario, where teachers present formal lectures. Our game, Escape from Dungeon, falls in the category of serious games for problem solving that integrate natural language processing (NLP) techniques adopted to model user intentions. We focused on ensuring appealing graphics and ease of interaction, while relying on novel technologies. The main character of the game is controlled through vocal commands that are interpreted using NLP tools. The game was tested by ten users throughout a pilot test. Users considered the game innovative and entertaining. However, users suggested additional game scenes for an extended gameplay, as well as more actions and intents to be covered within the interaction with the character.
The Types of Discourse Markers in Joko Widodo’s Speeches in KTT APEC China in 2015

This study deals with the discourse marker in Joko Widodo’s Speeches in KTT APEC CHINA in 2015. This study attampted to investigate the domaint elements of Discourse Marker of Joko Widodo speeches in KTT APEC in CHINA 2015, the type and how discourse marker are coded in the president Joko Widodo specches in KTT APEC in CHINA 2015. The study was conducted by quantitative design. The data in this study were the vidio of JOKO widodo’s Speeches in KTT APEC in China 2015 which got 102 clauses from the vidio. The clauses were transcribed in order to be analyzed. In relation to the problems of the study, the purpose of the study is to find the types of discourse markers and to elaborate the reasons of occurrence of discourse markers used the speech based on situational context. And this research was using descriptive qualitative method. From the data analysis and findings, there were four categories from discourse markers found in Joko Widodo speeches they are interpersonal category, referential categories, structural category and cognitive category, and the dominant category found was cognitive category.Keywords: Discourse Markers, Speeches and Types, KTT APEC
Information and communication technologies for agriculture (ict4ag) in sub-Saharan Africa: A bibliometrics perspective based on web of science data, 1991–2018

The purpose of this study was to assess research articles published on ICT4Ag in sub-Saharan Africa, with a view to determining the application of information and communication technologies (ICTs) in the agricultural sector in the region.The agricultural sector in sub-Saharan Africa is one of the most important sectors that have greatly benefited from the application of ICTs.Research on the application of ICTs is rapidly expanding and therefore requires synthesis to gauge the extent of publication, the subject focus of the research on ICTs for agriculture (hereafter simply referred to as ICT4Ag), and the trend of publication and countries contributing to research on ICT4Ag in sub-Saharan African countries.Relevant data were obtained from the Web of Science (WoS) citation databases using a search query, which combined a variety of agricultural terms and several key, words that constitute ICTs.It was found that ICTs are largely applied for communication and dissemination of agricultural information to and among stakeholders, including farmers and extension workers.Areas of application involve land use, crops [production], animal husbandry, conservation, [soil and crop] management, and climate change.In terms of the broad disciplinary context, the application of ICTs in agriculture in sub-Saharan Africa occurs mostly in agronomy, environmental sciences, and dairy and animal science.Although only a few specific names of ICTs were found in the literature on agriculture, ICT-led activities and applications such as remote sensing, GIS, computer programs, software, Landsat, and information systems, among others, provided insight into not only the areas but also the nature of ICT application in agriculture in the region.The internet, radio, computers and mobile phones were among the few types of ICTs that featured in the ICT4Ag literature and are, therefore, deemed to be the commonly used in agriculture in sub-Saharan Africa.Concerning the foreign countries that have collaborated with sub-Saharan Africa in ICT4Ag research, the USA, France and England featured the most, thereby signalling the continuation of colonial legacies in the region.Furthermore, the pattern of collaboration may signal the nature of knowledge and innovation diffusion for ICT4Ag in sub-Saharan Africa.Finally, results reveal a diversity of areas of ICT application in agriculture in the region.The study makes recommendations for further research in other geographical regions for comparison purposes; a study to explore other bibliographic databases such as Scopus; and a study to assess the impact of the ICTs on agricultural performance of the affected countries.
Collection of hospital wastewater data using deduplication approaches

Purpose: This investigation aims to study the various approaches currently used to reduce the load on computer servers in order to better manage data on hospital wastewater treatment and solid waste generation. Design/methodology/approach: This manuscript investigates the taxonomies of deduplication procedures based on literature and other data sources, thereby presenting its classification and its challenges in detection. Findings: Based on the literature survey of deduplication techniques, the method of deduplication dispensed on cloud gadget devices has been found to be a promising research challenge. The gaps discussed include a reduction in storage space, bandwidth, type of disks used, and expenditure on energy usage and heat emissions when implementing these strategies. The art work on a scalable, robust, green and allocated approach to deduplication for a cloud gadget will remain of interest in destiny. Research limitations/implications: Considerable attention is focused on the deduplication due to efficient, extensive storage system. Practical implications: This research paper will be useful to identify deduplication techniques which are nowadays used in different hospital wastewater data collection systems and put significant proposals for further improvements in deduplication. Originality/value: This manuscript portrays a broader assessment of the available literature for data duplication along with the classification of different methods for the data storage used in the different level of storage of hospital wastewater data collection.
Sistem Informasi Pengambilan Keputusan dengan e-Vote Online

The development of computer system nowdays is getting faster and complex, to push everyone using computer in daily activity. We realize that by using manual system is not enough recently so we need computer to compile our file. By using manual system just waste our energy and our finance. The result of this system, we spend much money. As we know the development of information technology (IT) has got influence to our information system. The classical system of information is getting worse and an old fashion. Beside to influent its information of technology it has got an influence to our daily life, our life style will be change according to the developing of IT product. Everybody should understand to use or operate this technology. Every problem that appear and old fashion information system, computer is as one of devices should be entered to information system.Many kinds to publish our service and product via internet. Because internet not know about limited of time, limited of place dan limited of space. Everytime we can reach them and surfing with browser to find a lot of information.A treatment usualy we get publish our site is how much time the audien can reach our site and they dont necesery much need time to see our page. We can used a few aplication to built a webpage that they can make a page can reach as soon as possible. And we can used a few format of image and animation then make the audien no need more time to search our information.
N-Step Sliding Recursion Formula of Variance and Its Implementation

The degree of dispersion of a random variable can be described by the variance, which reflects the distance of the random variable from its mean. However, the time complexity of the traditional variance calculation algorithm is O(n), which results from full calculation of all samples. When the number of samples increases or on the occasion of high speed signal processing, algorithms with O(n) time complexity will cost huge amount of time and that may results in performance degradation of the whole system. A novel multi-step recursive algorithm for variance calculation of the time-varying data series with O(1) time complexity (constant time) is proposed in this paper. Numerical simulation and experiments of the algorithm is presented and the results demonstrate that the proposed multi-step recursive algorithm can effectively decrease computing time and hence significantly improve the variance calculation efficiency for time-varying data, which demonstrates the potential value for time-consumption data analysis or high speed signal processing.
Understanding Potentially Biased Artificial Agents Powered by Supervised Learning: Perspectives from Cognitive Psychology and Cognitive Neuroscience

人工代理者雖然是機器，但和人類一樣常會做出具有偏誤的決策。本文討論人工代理者中常用的機器學習系統何時會學習去做偏誤決策，以及如何使用認知心理學與認知神經科學中發展出來的方法來瞭解其具有偏誤的決策歷程。具體而言，我們會闡述本質上是歸納推理的監督式機器學習如何導致如忽略少數團體等不透明的決策偏誤。接著，我們會視一個人工代理者如一位人類研究參與者，回顧文獻中如何透過腦部切除與影像遮蔽等認知科學中的神經與行為方法來揭露一個人工代理者的決策準則與傾向。在文末，我們會討論有偏誤的人工代理者對於社會的影響，並鼓勵認知科學家們一同來揭示並改正機器的各種偏誤。
Feature recognition of spoken Japanese input based on support vector machine

The feature recognition of spoken Japanese is an effective carrier for Sino-Japanese communication. At present, most of the existing intelligent translation equipment only have equipment that converts English into other languages, and some Japanese translation systems have problems with accuracy and real-time translation. Based on this, based on support vector machines, this research studies and recognizes the input features of spoken Japanese, and improves traditional algorithms to adapt to the needs of spoken language recognition. Moreover, this study uses improved spectral subtraction based on spectral entropy for enhancement processing, modifies Mel filter bank, and introduces several improved MFCC feature parameters. In addition, this study selects an improved feature recognition algorithm suitable for this research system and conducts experimental analysis of input feature recognition of spoken Japanese on the basis of this research model. The research results show that this research model has improved the recognition speed and recognition accuracy, and this research model meets the system requirements, which can provide a reference for subsequent related research.
Estimando a altura da camada limite atmosférica sobre diferentes superfícies da região amazônica

The Atmospheric Boundary Layer height (zi) is an important quantity used in many parameterizations in surface flux calculations. However, to obtain this height, it is necessary to use atmospheric radiosonde, which can be expensive or even logistically unfeasible in some places in the Amazon. The objective of this work is to estimate zi through the spectrum of the zonal wind component above multiple surfaces of the Amazon region, comparing with the results available in the literature. The zi daily cycle information was generally consistent with minimum values at night and maximum values during the day on all surfaces studied. On the other hand, results seem to run away from expectations, such as zi being larger for the lake than for the savana. It follows that the method has potential to be used in the zi calculation, but still needs further study to improve it.
Measuring Fun

The gaming industry and the concept of gamification have altered the way many developers and users approach interactive products. As social gaming demographics expand to what was previously considered “casual” audiences, more users expect an enjoyable experience from their digital applications and games. Developers now request more detailed subjective descriptions of satisfaction and the player experience from user-experience (UX) practitioners. Focusing on how fun a product is for users/players requires subjective, situationally dependent metrics rather than traditional UX efficiency metrics. The UX discipline is still constructing a comprehensive ecology of the player experience and how to measure it. This article contributes to that ecology by detailing a case in which our team conducted a usability test on a new video game peripheral. Our client’s primary concern dealt with how fun experienced gamers found the device. As our test progressed, we encountered a number of fun-related participant behaviors that led us to develop new metrics beyond our initial planned metrics. These new metrics helped us and our client better define and discuss enjoyability. Our case, in conjunction with a detailed definition and review of player experience and UX scholarship, shows the importance of adopting metrics contextually specific to the video-game product and player group when measuring fun is the primary goal.
Prenomes cristãos: constituição, etimologia, motivação para a escolha antroponímica e conhecimento onomástico / Christian first names: constitution, etymology, motivation for anthroponimic choice and onomastic knowledge

The exploratory study presented throughout this article focuses on Christian anthroponomy, that is, the set of proper names of people who have Christian etymological significance and/or are related to the history of Christianity and Christian religions.The objective is to present a preliminary investigation into the existence, the constitution and etymological characterization of repertoire of Christian names and the onomastic knowledge about them by speakers from western Paraná, specifically, of students and teachers from a undergraduate course offered by a public university in the region.The analysis of the anthroponomic repertoire of respondents first names showed that almost half of these names is names related to Christianism.This result confirms the cultural and historical importance of diachronic analysis of the first names.Other result was obtained by analysis of the information provided by bearers of these names and who attributed them to their children: they are aware of the religious meaning of the names of the repertoire and know the motivation that resulted in the choice of their names.About the relation between meaning and motivation for the choice of religious names, though, there is little convergence between meaning and motivation for the choice of religious names, considering that only one in four religious prenames was chosen by religious motivation.
Rapid collaborative knowledge building via Twitter after significant geohazard events

&amp;lt;p&amp;gt;Twitter is an established social media platform valued by scholars as an open way to disseminate scientific information and to publicly discuss research results. Scientific discussions on Twitter are widely viewed by the media who can then pass on information to the public. Here, we take the example of two 2018 earthquake-related events which were widely commented on Twitter by geoscientists: the Palu Mw7.5 earthquake and tsunami in the Indonesian island of Sulawesi and the long-duration (more than one year) seismo-volcanic crisis Mayotte island in the Comoros archipelago between Africa and Madagascar. We build our analysis on a content and contextual analysis of selected Twitter threads about the geophysical characteristics of these events. Most authors of this paper have participated to these Twitter threads and related discussions, and regularly explain geohazard events via this social media. From the two selected examples, we show that Twitter promotes very rapid building of knowledge &amp;amp;#8211; in the minutes to hours and days following an event &amp;amp;#8211; via an efficient exchange of information and active discussion between the scientists themselves and with the public. Combining these results with our own experience of communicating geohazard science via Twitter, we discuss the advantages and potential pitfalls of this relatively novel way to make scientific information accessible to scholarly peers and to lay people. We argue that scientific discussion on Twitter breaks down the traditional &amp;amp;#8220;ivory towers&amp;amp;#8221; of academia. It participates to the growing trends towards open science, making science accessible to any non-academics or citizen scientists who can follow and participate in the discussion. This may help people to understand how science is developed, and, in the case of natural/environmental hazards, to better understand their risks.&amp;lt;/p&amp;gt;
Establishing Bio-bank in Nepal

Globally, the establishment of bio-banks began around 1990s when scientists felt need for collaborative researches in biomedical field. Bio-banks collect and preserve biological specimens which are provided to researchers to investigate about specific disease or treatment. In Nepal, eye bank and skin bank are only two types of bio-banks currently in existence. However, specimens collected in these bio-banks are used only for medical treatment, not for research. With this regard, there is urgent need to establish bio-banks in Nepal. In this article, we aim to provide insights on current status of bio-banking and its benefits for scientific development of Nepal. Keywords: Bio-bank; eye bank; Nepal; skin bank.