Reviewerly/exHarmony huggingface dataset:
Analisis Implementasi Algoritma Penanganan Kegawat Pra Rumah Sakit Oleh Masyarakat sebagai First Responder di Surakarta

Abstract&#x0D; Background: Between 2006-2015, there were reported at least 6270 disasters affecting 5 continents. Of the total disasters, there were at least 8,197.66 people died, 70,597 survival nd damage to the economic sector was around 1,989,866,263 dollars. The safety of the victims are very dependent on various factors, therefore collaboration of the whole community is needed in providing first aid at the scene before getting help from the health setting. The purpose for this study is to describe the understanding of prehospital emergency management algorithms for the community as the first respondent in Surakarta. Methods: This study uses an pre experimental research design with the Pre-Test-Post Test Group design without control group with the subject of people of Surakarta City after recruited using consecutive sampling techniques and 222 respondent were finally recruited. After following pretest, respondents received training about the implementation of the firtst aid algorythm and post-test was delivered at the end. The variable in this study is the community's ability in providing first aid during emergency in the community. Result: A questionner was used to meassure knowledge before and after following training. Wilcoxon Match Pair test was used to compare the data from pre-test and post-test. The majority of subjects have good knowledge and increased knowledge after following training pertaining to be first responders. Conclusion: Training and simulation are essential in order to increase and maintain first responders capacity in providing aid before referring to health care setting. In addition, community needs to continue to be given socialization and understanding of the existence of PSC 119 so that the first aid that has been given optimally will get maximum further assistance.
Content analysis of European library and information science journals

Content analysis of 28 library and information science journals of the leading European countries has been conducted in the context of the current research. The thematic focus of these journals has been the priority of the research. Several thematic groups of library and information science journals have been identified. They include the journals that cover the following topics related to: 1) digital information; 2) development of information and communication technologies and their application in library practice; 3) library and information with the key topic of library and information management; 4) various types of communication. The conclusion has been made that scholarly interdisciplinary communication is expanding in the context of information society development. The analysis provides means for taking into account the trends in the leading European countries that help to evaluate and compare the performance of Ukrainian libraries and increase the level of professional knowledge and communication of library and information science professionals.
Unsupervised Neural Universal Denoiser for Finite-Input General-Output Noisy Channel

We devise a novel neural network-based universal denoiser for the finite-input, general-output (FIGO) channel. Based on the assumption of known noisy channel densities, which is realistic in many practical scenarios, we train the network such that it can denoise as well as the best sliding window denoiser for any given underlying clean source data. Our algorithm, dubbed as Generalized CUDE (Gen-CUDE), enjoys several desirable properties; it can be trained in an unsupervised manner (solely based on the noisy observation data), has much smaller computational complexity compared to the previously developed universal denoiser for the same setting, and has much tighter upper bound on the denoising performance, which is obtained by a theoretical analysis. In our experiments, we show such tighter upper bound is also realized in practice by showing that Gen-CUDE achieves much better denoising results compared to other strong baselines for both synthetic and real underlying clean sequences.
A Proposal for a Unified Agent Behaviour Framework

Games have used different mechanisms along its history to provide agent behavior: FSMs, utility systems, behavior trees and planning methods. In this paper, we present an architecture that aims at incorporating all these approaches into trees of event handling nodes with behaviours as leaves, using rules for combining actions akin to utility systems. This formalism aims to develop hybrid systems in an easier way.
A Survey into the Cultural Background of Emerson’s Educational Thought

As an avid advocator of education reform in the 1850s, Emerson was long neglected in the history of American educational thought. This paper, through the investigation from four aspects, namely the Transcendental Educational Thought, the Puritanical Educational Thought, the Romantic Educational Thought, and the Confucian’s Educational Thought, attempts to figure out the cultural background of Emerson’s education thought, tries to work out the connections between his ideas and his contemporaries, such as Thoreau, Fuller, and Alcott, and points out the significant role it plays in the history of American education thought up to day.
Digital Empowerment - A Need for Strengthening Teachers’ Role

Digital Literacy i.e. the ability to locate, organize, understand, evaluate and create information using information and communication technology, has become an inseparable part of education system.Today's condition arose due to COVID-19 crisis demands teachers to play a significant role in motivating students to pursue self-directed learning.Digitalization is the only means to bridge the gap between learners and their learning goals.The objective of present study is to evaluate the digital literacy among teachers and to study effect of digitalization on educational process during COVID-19.Study conducted is both Analytical and Descriptive in nature.Online survey has been conducted to collect the data.Sample of 50 teachers are selected by random sampling technique from schools and colleges of Jabalpur District.A self-made questionnaire carrying 15 items and secondary data is used as a tool to evaluate the digital literacy among teachers and to study the effect of digitalization on educational process during COVID-19.Based on analysis, suggestions have been given to upgrade the concept of online education which is the need of an hour.
Prospective teaching methods for solving urgent problems of modern society in the industrial revolution 5.0

The article is devoted to the pressing issue in the educational process of institutions of higher education - the choice of promising teaching methods for solving actual problems of modern society in the conditions of the Industrial Revolution 5.0. The teaching methods chosen by the teacher should motivate students to learn, demonstrate the ability of their project work to solve global problems of human development. This is how students form an idea of the importance of professional activity, responsibility for their professional decisions, the relevance of project modeling, and more. During the study, conclusions were drawn regarding the relevance of the OSINT technique, the project method. The students in the Age of Industrial Revolution 5.0 are flexible thinking professionals with creative potential who have a world citizen's view, understand humanity's problems, and find ways to solve them through the lens of their professional activity; capable of improving aspects of professional activity through the initiation of design decisions and the like. OSINT technology and project method are powerful tools that work with proven effectiveness in higher education. It is difficult to deny that the image of a person depends directly on information in different personalities: from knowledge, skills, values to religious beliefs and outlook in general. Thus, information creates a brand that must be modern, globalized, integrated into the world. The article presents practical guidelines and content descriptions of specific disciplines for the use of these teaching methods. The findings as feedback from students indicate the motivational importance of the methods used, professional actualization for solving current problems of modern society in the conditions of the Industrial Revolution 5.0.
Symmetric Cryptography (Dagstuhl Seminar 20041)

This report documents the program and the outcomes of Dagstuhl Seminar 20041 Symmetric Cryptography. The seminar was held on January 19-24, 2020 in Schloss Dagstuhl - Leibniz Center for Informatics. This was the seventh seminar in the series Symmetric Cryptography. Previous editions were held in 2007, 2009, 2012, 2014, 2016, and 2018.Participants of the seminar presented their ongoing work and new results on topics of (quantum) cryptanalysis and provable security of symmetric cryptographic primitives. In this report, a brief summary of the seminar is given followed by the abstracts of given talks.
ORGANIZATIONAL CULTURE OF MANAGEMENT OF SCIENTIFIC ACTIVITY OF STUDENTS: VECTOR OF INNOVATIVE DEVELOPMENT (ON THE EXAMPLE OF ADYGHEA STATE UNIVERSITY)

The article, based on the methods of K. Cameron and R. Quinn, analyzes the current organizational culture of managing the research activities of students of the Adygea State University. Diagnostic results showed a gap between the actual and desired views of the leaders of the SSS of structural units, as well as between them and the mission and development strategy of the university. The authors of the article made recommendations on strengthening the innovative component of the organizational culture of NIDS management.
CSI Peru News: finding the culprit, victim and location in news articles.

We introduce a shift on the DS method over the domain of crime-related news from Peru, attempting to find the culprit, victim and location of a crime description from a RE perspective. Obtained results are highly promising and show that proposed modifications are effective in non-traditional domains.
The Creative Potential of Media Art and Its Use in Contemporary Art Practice

The article is devoted to pressing issues of media art, the use of its creative potential in artistic practice. Scientific and technological progress of the 20-21 centuries had a significant impact on the artistic culture, contributed to a significant transformation of artistic practices. One of the areas of transformation was the creation of art objects based on the synthesis of science and art, with the involvement of the creative efforts of scientists and artists. Such art objects contributed to the visualization of innovative scientific ideas, contributed to the adaptation of man to the modern technological environment. The development of artistic practices on a technological basis allows you to pay attention to the phenomenon of modern media art. The analysis of scientific approaches to the definition of the concept of "media art" is carried out. Media art depends on the development of media technologies, the connection with the latest technologies, the special quality of art objects allows us to analyze the creative potential of media art, to study the features of using media art in modern art practice. Media art inherits in many respects the creative discoveries of avant-garde art from the beginning of the 20th century. Representatives of this movement were the first to draw attention to the achievements of scientific and technological progress as a source of artistic creativity and appreciated the significance of the movement and the exchange of information for public life. Media art transforms information technology into a means of artistic expression and artistic communication; Media art seeks to create an intellectually and emotionally rich information environment conducive to unleashing the creative potential of the individual.
THE IMPACT OF BRAND DIMENSIONS ON CUSTOMER SATISFACTION WITH THE BRAND: AN EMPIRICAL STUDY ON MOBILE PHONE CUSTOMERS IN EGYPT

This research aimed to investigate the impact of brand dimensions (brand perceived price, a celebrity of the brand, brand perceived quality, customer trust in the brand, and brand perceived value) on customer satisfaction of mobile phones in Egypt. The empirical research carried out on customers of the Samsung brand in Egypt, and also the research aimed to identify the most critical dimensions of the brand affecting customer satisfaction of the Samsung brand in Egypt. Based on the study and analysis of previous studies and brand literature, a questionnaire developed to collect preliminary research data, distributed to an appropriate sample of 344 Samsung brand users. The research hypotheses tested using a simple and multiple regression analysis in a stepwise regression method, as well as the use of descriptive statistics to describe the characteristics of the research sample. The research found that there is a positive and significant correlation between the brand's dimensions (brand perceived price, a celebrity of the brand, brand perceived quality, customer trust in the brand, and brand perceived value) and customer satisfaction with the brand. Further, brand perceived price, a celebrity of the brand, and the brand perceived value had the most substantial impact on users’ satisfaction among brand dimensions addressed by this study. Brand perceived price perceptive was the essential dimension of the brand affecting customer satisfaction with the brand, and based on the results of the research was developed a set of recommendations aimed at enhancing the role of the brand in its various dimensions in the marketing of mobile phone for both companies and customers alike. The research recommends the need for continued and representatives Samsung mobile phone company to maintain business reputation and value through advertising and other means that help strengthen the minds of customers product niche, and the need to maintain mobile phone prices versus celebrity, enhancing the brand's value. JEL: M30; M31
PENGARUH BUKU SAKU BILINGUAL TERHADAP HASIL BELAJAR IPA PADA MATERI PENGLIHATAN DAN ALAT OPTIK

The purpose of this research was to determine the effect of Bilingual Pocket Book toward the students’ achievement on science subject of visual sense and optical equipment at eight grade of Junior High School 50 Batam. The sampling technique that researchers use is probability sampling with cluster random sampling technique. The sample was taken by the researchers by revoking the sweepstakes conducted by the science teachers, so it was elected class VIII.B as an experimental class of 38 students and class VIII.C as a control class of 38 students. Data analysis technique was done by descriptive analysis and inferential analysis. The predetermined level of significance was = 0.05.After the researcher gave the treatment, by using the bilingual pocket book of Science in the experimental class, the average of students’ achievement on descriptive statistic of science subject in experimental class = 78. While the average of students’ achievement of science class of control = 66,10. The result of Inferential analysis from data processing hence can be known sig value. With dk = n1 + n2 - 2 = 74. t table t arithmetic then H0 is rejected and Ha is accepted. So it can be concluded that there is significant effect of bilingual pocket book toward students’ achievement on science subject at eight grade students’ of Junior High School 50 Batam
LibGuides: Engineering: Academic Study Skills

A comprehensive guide to all of the Library service's resources which are tailored to support you with your studies. Resources and activities to support research skills
Blind Image Quality Assessment for Face Pose Problem

No-Reference image quality assessment for face images is of high interest since it can be required for biometric systems such as biometric passport applications to increase system performance. This can be achieved by controlling the quality of biometric sample images during enrollment. This paper proposes a novel no-reference image quality assessment method that extracts several image features and uses data mining techniques for detecting the pose variation problem in facial images. Using subsets from three public 2D face databases PUT, ENSIB, and AR, the experimental results recorded a promising accuracy of 97.06% when using the RandomForest Classifier, which outperforms other classifiers
High-Quality Hierarchical Process Mapping.

Partitioning graphs into blocks of roughly equal size such that few edges run between blocks is a frequently needed operation when processing graphs on a parallel computer. When a topology of a distributed system is known, an important task is then to map the blocks of the partition onto the processors such that the overall communication cost is reduced. We present novel multilevel algorithms that integrate graph partitioning and process mapping. Important ingredients of our algorithm include fast label propagation, more localized local search, initial partitioning, as well as a compressed data structure to compute processor distances without storing a distance matrix. Moreover, our algorithms are able to exploit a given hierarchical structure of the distributed system under consideration. Experiments indicate that our algorithms speed up the overall mapping process and, due to the integrated multilevel approach, also find much better solutions in practice. For example, one configuration of our algorithm yields similar solution quality as the previous state-of-the-art in terms of mapping quality for large numbers of partitions while being a factor 9.3 faster. Compared to the currently fastest iterated multilevel mapping algorithm Scotch, we obtain 16% better solutions while investing slightly more running time.
Gesture Based Interaction in Immersive Virtual Reality

Recent development in virtual reality (VR) interaction with 3D camera and sensors like kinect, range camera, leap motion controller etc., has enabled opportunity in development of human computer interaction (HCI) application.Hand gesture is one of the popular ways that people use to interact with the computer.Even automatic hand gesture recognition appears as a suitable means for interacting with virtual reality systems.This paper focuses on the study and analysis of the application based on gesture interaction technology in virtual reality.Customizing gestures for pointing, grabbing, zoom in/out, swap were defined and implemented in unity 3D with leap motion SDK.The effectiveness of the hand gesture was analyzed through recording user experience and questionnaire.
Quantum Gaussian Processes for Data-Driven Design of Metamaterials

The data-driven approach shows great potential for designing new materials with unprecedented properties by using machine learning and optimization. Recently, a data-driven framework was successfully applied to design a unit cell of metamaterial achieving super-compressibility, despite being built out of brittle base material. The key element of the framework is the algorithm called Gaussian processes regression (GPs) – a unique machine learning method that provides with the uncertainty of the prediction, which can be used during the design process to account for inherent material imperfections, ensuring the robustness of the design. Despite their superior predictive performance, however, GPs suffer from scalability issues, which limit their application to relatively small design problems. In the future, those limitations could be surpassed by quantum computing. This research aims at demonstrating how quantum computing could enhance the computational design of materials, specifically by replacing the expensive machine learning step of the data-driven design framework with an exponentially faster quantum algorithm for Gaussian processes (QGP). This objective is achieved in two steps. First, the QGP algorithm was Implementation and simulated within a quantum computing framework (Qiskit), which allowed to understand and control its performance (in particular its accuracy), proving the feasibility for practical applications. Furthermore, the numerical tests exposed a mechanism for inducing a low-rank approximation, which allows for additional speed-up, making the QGP algorithm similar to classical sparse Gaussian processes, which rely on low-rank approximations to improve the scalability of full GPs. In the second part of this research, the implemented QGP algorithm was integrated within a computational framework for the data-driven design of materials and applied to two example design problems of optimization a unit cell for a super-compressible metamaterial. The results obtained with the QGP were comparable to those obtained with classical methods (also from literature), which proved the feasibility of the concept.
American Sign Language Recognition Using an FMCW Wireless Sensor (Student Abstract)

In today's digital world, rapid technological advancements continue to lessen the burden of tasks for individuals. Among these tasks is communication across perceived language barriers. Indeed, increased attention has been drawn to American Sign Language (ASL) recognition in recent years. Camera-based and motion detection-based methods have been researched extensively; however, there remains a divide in communication between ASL users and non-users. Therefore, this research team proposes the use of a novel wireless sensor (Frequency-Modulated Continuous-Wave Radar) to help bridge the gap in communication. In short, this device sends out signals that detect the user's body positioning in space. These signals then reflect off the body and back to the sensor, developing thousands of cloud points per second, indicating where the body is positioned in space. These cloud points can then be examined for movement over multiple consecutive time frames using a cell division algorithm, ultimately showing how the body moves through space as it completes a single gesture or sentence. At the end of the project, 95% accuracy was achieved in one-object prediction as well as 80% accuracy on cross-object prediction with 30% other objects' data introduced on 19 commonly used gestures. There are 30 samples for each gesture per person from three persons.
Distributed, Automated Calibration of Agent-based Model Parameters and Agent Behaviors

Agent-based models can present special challenges to model calibration due in part to their high parameter count, tunable agent behaviors, complex emergent macrophenomena, and potentially long runtimes. However, due to this difficulty, these models are most often calibrated by hand, or with hand-coded optimization tools customized per-problem if at all. As simulations increase in complexity, we will require general-purpose, distributed model calibration tools tailored for the needs of agent-based models. In this paper, we present the results of a system we have developed which combines two popular tools, the MASON agent-based modeling toolkit, and the ECJ evolutionary optimization library. This system distributes the model calibration task over many processors, provides many stochastic optimization algorithms well suited to the calibration needs of agent-based models, and offers the ability to optimize not just model parameters but agent behaviors.