Reviewerly/exHarmony huggingface dataset:
Da custódia à mediação cultural: o papel dos arquivistas

This article aims to discuss the concept of cultural mediation to make its basic theoretical constructs and characteristics comprehensible aim to get attention to the importance of cultural mediation actions in a specific institution: the archives. It will be demonstrated that archivists play a fundamental role in this process, acting as an agent capable of being the link between the archives and the persons, because cultural mediation produces meaning. In addition, we will explain the relationship between archival theories - from Classical Science to Post-Custodial Science - and the emergence of the archivist as a cultural mediator, made evident in postmodernity. This is a qualitative research, with bibliographic survey as a procedure for the construction of the theoretical framework. It may be concluded that it is of fundamental importance that cultural mediation practices are part of archival functions, allowing users to access and assimilate information from the archive in their full exercise of citizenship and democracy.
Relationships between design problem agglomerations and concerns having types and domains of software as transverse dimensions

Abstract Context Design problems have been recognized as one of the main causes behind the loss of software systems’ quality. Agglomerated design problems impact the quality even more. So, organizing and analyzing the relationship between design problems and concerns as agglomerations is a possible way to enhance the identification of defective source code artifacts. Problem As different systems evolve in varied manners, it is important to analyze if the evolution of agglomerated design problems can reveal cases of discrepancies and inconstancies through time. We call these cases non-uniformity of agglomerations, and they can prevent the use of agglomerations in approaches to mitigate design problems (e.g., prediction models). To the best of our knowledge, we consider that this problem has not been investigated yet. Goal This study aims to comprehend the degree to which the non-uniformity of agglomerations is either the most common or the most exceptional situation during the evolution of software projects. We perform this investigation by grouping software projects under two transverse dimensions: types and domains of software. Method To this end, we performed a two-phase investigation: in phase I, we analyzed the historical data obtained from fifteen software projects split as three groups of types of software (distributed, service-oriented, and mobile projects); in phase II, we analyzed the evolution of six projects grouped as two domains of software (graph and timeseries databases). For each phase, we (i) mined instances of a design problem (code complexity) and concerns from the source code of projects, (ii) agglomerated the instances of code complexity around the concerns and analyzed them according to the grouped projects, and (iii) examined the resulting dataset with the help of visualizations and a statistical analysis. Results/Discussion Types of software actually shows a tendency to reveal cases of non-uniformity. On the other hand, domains of software show a partial advantage regarding the production of more uniform agglomerations through evolution.
3D Tracking of an Individual using Augmented Reality: AR Tag

The field of computer science is ever-changing with innovations coming up every day. One of such technological innovations istaking place in the field of Augmented Reality.Augmented reality or AR usually deals with making a computer self-aware of itssurroundings and then using the data acquired to superimpose computer-generated models on to real-world scenes. AR can becategorized as Table Top AR and World Scale AR. Tabletop AR is usually limited by its overall area of implementation whereasWorld Scale AR deals with the implementation of AR on a larger scale. The following study takes a dive into the implementationsof World Scale AR in the field of an object or person tracking. And to discuss the benefits of AR over the conventionalmethodologies. Lastly, the aim is to develop a modular AR-based tracking system with multiple use cases. To showcase the useof AR in day to day life and also provide a vision as to how AR will be an upgrade to the conventional methods of navigation andtracking.
Creativity of Algorithms and Copyright Law

The possible emulation of human creativity by various models of artificial intelligence systems is discussed in this chapter. In some instances, the degree of originality of creations using algorithms may surprise even human beings themselves. For this reason, copyright protection of ‘works’ created by autonomous systems is proposed, which would take account of both the fundamental contributions of computer science researchers and the investment in human and economic resources that give rise to these ‘works’.
Collaborative 3D modeling system based on blockchain

We propose a collaborative 3D modeling system, which is based on the blockchain technology. Our approach uses the blockchain to communicate with modeling tools and to provide them a decentralized database of the mesh modification history. This approach also provides a server-less version control system: users can commit their modifications to the blockchain and checkout others' modifications from the blockchain. As a result, our system enables users to do collaborative modeling without any central server.
Pengujian Black Box pada Aplikasi Penjualan Berbasis Website dengan PHP MySQL Kedai Kopi.Net Menggunakan Teknik Boundary Value Analysis

Kopi.Net shop application is an applications created and designed in the hope that it can provide information about every product in Kopi.Net shot online, but it cannot be used in general because there are still problems so testing needs to be done in order to reduce the level of failure or error which can cause losses to the store’s selling activities. Applications that have already been designed must be tested first, in the coffee shop application testing using the boundary value analysis and validation method, validation is a process to the check whether the application has reached the desired application standard. In proof, a data that is not accordance with the database. As an example, stock data will become uncertain or exceed the capacity created. That way it can cause harm to the coffee shop application. Therefore, it requires repairing and testing data validation more accurately. So that it can help the owner of the coffee shop application in accurate data stock data. Testing applications that are designed must be tested before the application is made must go through testing to ensure applications that have been made must pass through the stages of testing so that the application has good quality. Testing can be said to be good if it finds a program failure that is difficult to find. There are many black box testing methods, on this occasion the examiner uses the boundary value analysis method. This boundary value analysis method tests the number of maximum limits and the number of suitable minimum limits and find valid result. Testing is quite maximum for the Kedai Kopi.Net application. The initial process in testing this application is to provide a definition of what will be tested, create a test framework, and choose test materials. And ensure the maximum and minimum amount in accordance with the structure of the database, as well as making the result of the documented test results and can draw conclusions based on test result. Kedai Kopi.Net application can be used after the test is complete and can be used well, and is said to be successful if all errors can be known and corrected before general use.
Optimalisasi Peningkatan Dan Penguatan Citra Perpustakaan Melalui Peran Aktif Pustakawan Dalam Aplikasi Teknologi Informasi Komunikasi (TIK)

The purpose of this research is trying to describe the role of librarians in optimizing the improvement and strengthening of library images. Research is based on careful analysis based on detailed studies of the focus of content management discussion on the role of librarians in optimizing the improvement and strengthening of library images. The research covers the scope of the analysis of fundamental analysis focusing on the role oflibrarians in the application of information communication technology and library promotion, in order to realize the ideal image of the library, in accordance with the industrial revolution era 4.0. The implementation of analysis requires critical realistic thinking, applying conceptual in the historical period in the past as well as when it is happening, so that it is appropriate to use historical approach research, which requires an investigation characterized by critical critical inquiry into the progress of a thought. Primary information sources are utilized as primary data. The data collection technique utilizes library research, through various literary reading activities subjecting the role of librarians, optimizing library image enhancement and strengthening. The analysis was carried out in a descriptive qualitative manner, based on the analysis of various types of theoretical reading, research and non-research. Research dominates, describes, examines and evaluates various factual facts in order to find solutions to various problems in phenomena. In order to achieve the validity of the analysis, content analysis is needed, which has the benefit of analyzing the meaning of the most important concepts. Observations made are used to support the construction of theory. The results of the study are the ideal image of the library can be achieved through optimizing the role of librarians including; (1). Librarians must have readiness and competency preparation so they can play a maximum role. (2). Librarians must have the ability to apply ICT. (3). Librarians are required to carry out promotions in various ways. (4). Librarians must be able to reflect and evaluate the evaluative power of evaluation and public response when utilizing library information services.
Peningkatan keterampilan menulis permulaan melalui pendekatan whole language tipe jurnal writing pada siswa sekolah dasar

The purpose of this research was to improve the learning approaches  whole language type journal writing study for the secon grade students of SD Negeri 1 Bangsri in the academic year 201 5 /201 6 . This research used classroom action research and was performed in two cycle. Each cycle consisted of four steps, planning, action, observation, and reflection. The subject of this research were 41 students and the teachers. The data sources derived from students and teachers. The data collecting techniques were questionnaire , observation, interview, and documentation. The data validation used triangulation techniques, triangulation sources, and review informant. The data analysis used interactive analysis. The conclusion of this research shows that the application of learning approaches  whole language type journal writing study can improve the learning activeness about writing skill for secon grade students in the  SD Negeri 1 Bangsri in the academic year 201 5 /201 6 .
A MULTI RESOLUTION CONVOLUTION NEURALNETWORK BASED FACE RECOGNITION ANALYSIS

Face recognized image processing and biometric systems is one of the most efficient and relevant applications.This paper explores the methods of facial reconnaissance, the algorithms proposed by several researchers in thefield of image processing and design reconnaissance using artificial neural networks (ANN). In this article, wewill also explore how ANN is used for the face recognition system and whether it is better than otherapproaches. Two steps are used to develop the facial recognition system. The first stage is to take or remove thefacial features and the second step is to identify the pattern. Deep learning, especially the CNN, have madecommendable progress in the field of FR technology in recent times. This paper looks at the performance of thepre-trained CNN with the SVM classification and at transfer learning results using the AlexNet model toperform classification. The paper is available in French only. The study examines CNN architecture, which inrecent years , specifically AlexNet and ResNet-50, has recorded the best results at the Large Scale VisualRecognition Challenge (ILSVRC) in the ImageNet. Recognition accuracy has been used as a determinant forevaluating output optimization of the CNN algorithm
On the Essence and Existence of So-called “Fictional Objects”

He is the protagonist of Michel Houellebecq's Th e Map and the Territory . 2 In Th e Map and the Territory he is an artist who becomes famous for turning Michelin maps into artworks.Yet, by the same token, Damien Hirst and Jeff Koons are also fi ctional characters.Th ey too are dramatis personae in Houellebecq's Th e Map and the Territory.Th is raises the question how we can avoid drawing the conclusion that Damien Hirst and Jeff Koons aft er all do not exist because they are fi ctional characters.If we assume without further ado that non-existence is a hallmark of fi ctional objects, we could destroy reality by writing novels about it.Evidently, we, modern philosophers, should begin by drawing an important distinction here.Th ere are diff erent ways of giving voice to the relevant distinction, but (almost) all parties agree that there has to be one way or another of putting the distinction center stage.If there is not, the theorist's mental economy is threatened with incoherence at best and madness at worst.It seems like there simply has to be an ontological distinction between Jed Martin, who is merely a fi ctional character, and Damien Hirst, who is a living artist present in fl esh and blood.Jed Martin and Damien Hirst, according to this thought, cannot and must not exist on the same plane.Th e most classical attempt to make sense of the relevant distinction is the founding gesture of Western philosophy in Eleatic times.According to this founding gesture, Jed Martin does not exist whereas Damien Hirst does exist.Th e relevant distinction would then be a distinction between something non-existent (Jed Martin) on the one hand and something existent (Damien Hirst) on the other hand.For various linguistic and historical reasons, this distinction in Ancient Greek philosophy and beyond was mapped onto a reality/appearance-distinction.One could then say that Jed Martin does not really exist (that he is only an appearance), whereas Damien Hirst does really exist.Back in the days of archaic Greek poetry, Hesiod already charged Homer with making things up that were not real-a thought radicalized in Plato's critique of art as a source of illusions. 3In this vein, one could argue then that Jed Martin is somehow essentially a fi ctional object, whereas Damien Hirst merely happens to be entangled in Houellebecq's web of lies.In what follows, I will challenge this inherited wisdom on various fronts.In Part I of my chapter I will sketch a central part of the landscape occupied by the most 9 On the Essence and Existence of So-called "Fictional Objects" 1
An analysis and evaluation of English vocabulary applications for young learners

This study reviewed 13 popular Android-based English vocabulary applications for children in terms of technology and content in order to provide reliable information for users as well as application developers. The analyses showed that the applications actively utilized images and sounds to draw young learners’ attention and provided immediate feedback and LMS functions. However, they were insufficient in providing customized learning as well as facilitating interactions among learners. With regards to content, the applications tended to organize words by topics and present them with pictures, which seemed appropriate for young learners. However, the activities in the applications were mostly focused on learning meaning and comprehensive knowledge, calling for more activities for use and production. This study further conducted a survey with 10 pre- and in-service early English teachers to investigate what features affected their preference regarding the applications. They preferred applications which could draw learners’ interest and maintain it with plenty of contents, diverse activities, individualized options, and effective LMS functions.
An analysis of the college English curricula at lifelong education colleges: Focusing on six universities

The Korean government’s support for lifelong education for adult learners at higher education institutions is growing. Unlike other types of educational institutions for adult learners, the lifelong education college, established as part of the LiFE (Lifelong education at universities for the Future of Education) project, should take into account the conflicting needs of adult learners who want the college to reduce their learning burden and to provide high-quality education. To examine how the college deals with this situation, the present study analyzed the college English curricula at six universities that have carried out the LiFE project since its introduction. In particular, this study compared the college English curricula between the lifelong education college and other colleges at each university in terms of required courses, elective courses, and level-differentiated classes. The findings show that the college English curricula for adult learners in the lifelong education colleges can be classified into four types (Type 1-1, Type 1-2, Type 2-1, and Type 2-2) on the basis of their organization in comparison with the college English curricula for other college students. This classification serves as a useful guide for lifelong education colleges that will develop or reform their own college English curriculum.
Functional Size Measurement Tool-based Approach for Mobile Game

Nowadays, software effort estimation plays an important role in software project management due to its extensive use in industry to monitor progress, and performance, determine overall productivity and assist in project planning. After the success of methods such as IFPUG Function Point Analysis, MarkII Function Point Analysis, and COSMIC Full Function Points, several other extension methods have been introduced to be adopted in software projects. Despite the efficiency in measuring the software cost, software effort estimation, unfortunately, is facing several issues; it requires some knowledge, effort, and a significant amount of time to conduct the measurement, thus slightly ruining the advantages of this approach. This paper demonstrates a functional size measurement tool, named UML Point tool, that utilizes the concept of IFPUG Function Point Analysis directly to Unified Modeling Language (UML) model. The tool allows the UML eXchange Format (UXF) file to decode the UML model of mobile game requirement and extract the diagrams into component complexity, object interface complexity, and sequence diagram complexity, according to the defined measurement rules. UML Point tool then automatically compute the functional size, effort, time, human resources, and total development cost of mobile game. Besides, this paper also provides a simple case study to validate the tool. The initial results proved that the tool could be useful to improve estimation accuracy for mobile game application development and found to be reliable to be applied in the mobile game industry.
Illusion : A Smart Music Player

Now a day's music players are one of those applications that is always present in any user's mobile phone.For most users, listening to music is a distressing and feel good activity.For many, listening to music is a fun activity, many use it to just relax, many use it for gym, exercise and running to boost their energy levels.Also, it is proven that listening to right kind of music at right time can shoot human emotions by changing human psychology and hence can make humans feel better and more relaxed.It was observed that most of the music players in India just recommend songs based on the user's behaviour or similarity between songs.It becomes annoying whenever the user has to change the playlist and current music a number of times, which most probably does not suit the user's current mood, current activity, type of song user wants to listen at a particular moment of time, based on the environment, time, activity, etc.So, "Illusion" is a smart music player application, that will detect any user's current heart rate data and his/her current activity status and thus music player will figure out the list of songs that can be played to better suit the user at any moment of time, automatically.
PROFESSIONAL ETHICS FORMATION WHEN TEACHING FOREIGN LANGUAGE: DIALOGUE OF CULTURES AND ITS POTENTIAL

The paper studies the problem of professional ethics formation when teaching foreign languages and particularly the feasibility of updating the potential of created poly-cultural space for the more effective solution to this task. The relevance of the study is caused by the necessity of ethization of various professional spheres intended to ensure their focus on the satisfaction of interests and demands of the society, as well as by the necessity to study the feasibility of humanitarian potential of certain disciplines, in particular, foreign language for the successful introduction of students to the professional ethics. The proposed approach to the formation of professional ethics when teaching foreign languages presupposes the educational process arrangement based on the idea of a dialogue of cultures through the inclusion of values and principles of professional ethics in the actual socio-cultural context of a target-language country. This can be reached through the positioning of professional ethics as a valuable basis of the professional culture of the foreign professional community, as well as through considering it in the context of the nationwide sociocultural experience of a target-language country. Consequently, the suggested approach is more in keeping with the logic of modern methods of teaching foreign languages than the traditional ones, which deal with professional ethics values as with something world-wide or “devoid of any ethnicity”. It sees the possibility of qualitative language acquisition in the learning language in the continuity with the culture of the target-language country. The author explains the efficiency of the developed approach from the perspective of solving specific tasks of the Foreign Language discipline and from the perspective of solving the problem of professional ethics formation.
PENERAPAN WEIGHTED PRODUCT UNTUK MENENTUKAN MUSYRIF-MUSYRIFAH MA’HAD SUNAN AMPEL AL-ALY UIN MAULANA MALIK IBRAHIM MALANG

Decision support systems mushrifs / ah which is currently still based only add data themselves and upload files online requirements. Although candidates mushrifs / ah will pass some other selection processes, the recommendations of the top leaders become more value every candidate mushrifs / ah listed. So that the electoral system is still subjective. This research aims to develop a decision support system mushrifs / ah to implement the Decision Support System (DSS) that mushrifs decision support systems can be more objective. There are several criteria that the reference of the decision support system mushrifs / ah. One method used to resolve the existing problems in some of these criteria is a method of WP (Weighted Product). This method of evaluating several alternatives to atribuat or a set of criteria, where each attribute each independently of one another. By applying the WP method combined with the concept of DSSD then the resulting value of Confusion matrix (recall, percision, f-measure and accuracy) is obtained by finding the value of a comparison between the test data with the data pattern. And the confusion matrix obtained value that gets results Accuracy 75.00%, 71.43% recall, precission 83.33% and 76.92% F-Measure.