Reviewerly/exHarmony huggingface dataset:
Advanced Training of Teachers in Innovative Pedagogical Activity

Problem relevance.The education system faces new challenges in re-evaluating goals, functions and content related to social changes.It is worth noting that the modern labor market requires highly qualified mobile specialists, having a high level of educational cognitive motivation and professionally significant personality qualities, able to quickly and effectively respond to critical situations and produce high results.Study goal.The paper highlights the criteria for innovative forms of advanced training of teachers, the stages of their application, a comparative analysis of traditional and innovative approaches to advanced training, as well as current requirements for innovative forms of advanced training organization.It requires a qualitatively different training of teachers, which allows combining the fundamental nature of professional basic knowledge with innovative thinking and a practice-oriented research approach to solving specific educational problems.Materials and methods.The main methods used in the study of the problem are: cognitive-synthesizing (the study of psychological and pedagogical literature on the research problem); theoretical (comparative method, method of design during curricula planning); empirical (surveying, testing, statistical processing of data and results).Practical relevance.The practical relevance of the study lies in the fact that a model of advanced training of teachers has been developed in the context of professional pedagogical activity changes.It can be used by institutions of further professional education as one of the components in the educational process, as well as in development of new ways of organizing advanced training.Results and discussion.The study was conducted among 46 university teachers.The results presented in the paper prove that the advanced training course developed by the authors contributes to a change in attitudes toward professional activity, an understanding of the need for self-development, for the introduction of innovations and the use of new teaching technologies, insufficient or zero experience in applying technological tools.In general, we can conclude that the use of innovative teaching technologies should be systematic, focused and closely associated with the needs of modern teachers.
Running a Custom Algorithm in SageMaker

In this chapter, you will see how to run an algorithm of your own, instead of using SageMaker’s built-in algorithms. Although SageMaker provides built-in algorithms for almost any kind of problem statement, many times we want to run our own custom model utilizing the power of SageMaker. We can do so effectively if we have working knowledge of Docker and hands-on knowledge of Python. In this chapter, we will create a custom random forest model for our Big Mart dataset. We will deploy the container in ECR and then train the model using SageMaker. Then we will use the model to do real-time inference as well as understand how batch transformation is done.
Professional teacher’s competence in the modern educational environment

This article is devoted to the problem of professional competence formation of future teachers in today's dynamic educational environment that actively develops. In the article the multifaceted de nition of \competence" is emphasized, the algorithm of personality formation of competent professionals is outlined, basic types of training are selected, that lay the foundation of professionalism, pedagogical conditions of readiness of teachers to work with gifted students are generalized.
Deductive systems and coherence for skew prounital closed categories

In this paper, we develop the proof theory of skew prounital closed categories. These are variants of the skew closed categories of Street where the unit is not represented. Skew closed categories in turn are a weakening of the closed categories of Eilenberg and Kelly where no structural law is required to be invertible. The presence of a monoidal structure in these categories is not required. We construct several equivalent presentations of the free skew prounital closed category on a given set of generating objects: a categorical calculus (Hilbert-style system), a cut-free sequent calculus and a natural deduction system corresponding to a variant of planar (= non-commutative linear) typed lambda-calculus. We solve the coherence problem for skew prounital closed categories by showing that the sequent calculus admits focusing and presenting two reduction-free normalization procedures for the natural deduction calculus: normalization by evaluation and hereditary substitutions. Normal natural deduction derivations (beta-eta-long forms) are in one-to-one correspondence with derivations in the focused sequent calculus. Unexpectedly, the free skew prounital closed category on a set satisfies a left-normality condition which makes it lose its skew aspect. This pitfall can be avoided by considering the free skew prounital closed category on a skew multicategory instead. The latter has a presentation as a cut-free sequent calculus for which it is easy to see that the left-normality condition generally fails. The whole development has been fully formalized in the dependently typed programming language Agda.
Prioritizing based on crowd preferences to requirements elicited from crowd's sentiments

The current trend in software engineering is usingcrowd as source of ideas for developing software product.Crowd is described as a large and heterogeneous group ofstakeholders. Crowd is also used as a source of requirements, for example, the requirements can be elicited from their reviews, reports, or feedback. However, the challenge is to prioritize the requirements knowing that the data is also large and heterogeneous. Requirements prioritization is an approach to identify requirements that need to be selected and implemented first in software development. This paper presents an approach toprioritize requirements elicited from crowd and the prioritization is based on the crowd preferences in order to ensure the customer satisfaction. A prototype tool is developed as a proof-of-concept and evaluation purposes. It is expected that the proposed approach able to helps developer to prioritized requirements based on customers’ preferences as it would consider their satisfaction of the software product.
Integrative-training projects as a strategy to develop professional skills in future engineers

The results of an investigation developed at the National Technological Institute of Mexico / Tantoyuca campus with students of the 6th semester of petroleum engineering are presented, in which the role played by students in a collaborative learning environment that demands challenges is investigated.For the experimentation, the methodology "integrative-formative project" was applied in order to generate a new way for students to develop skills.The hypothesis that led the research was: Will this type of learning environment "integrative-formative project" achieve the incorporation of the student in a leading role in the process of building professional competencies?By participating in this project during the professional training process, the student learns to learn, applies knowledge to solve problems, develops research activities and has an interdisciplinary and metacognitive vision.It constituted experiential experiences in solving desirable aspects for companies and produced satisfactions in students and teachers
Assembling pieces of our app

In previous chapters, we have started the Django project and React project, representing back-end and front-end parts of our mobile application. In this chapter, I will explain how to attach a user interface to our engine and structure our MVC model. React will help us to gather all pieces together and make our CRUD more versatile and user-friendly. The purpose of this chapter is not to build a desktop version of our app but rather to show you React in action and prepare you for React Native. We are not going to spend a lot of time on styling bells and whistles because our ultimate goal is a mobile app. Nonetheless, if you decide to continue with a desktop version, this chapter would provide you with a solid foundation for many additional React features.
An interactive visual display system based on motion inertia parameters

Aiming at the lack of interactivity in the visual display system of exhibition hall and stage performance, an interactive visual display system based on motion inertia parameters was studied in this paper. The orientation quaternion was selected from the motion inertia parameters of MYO armband, and it was converted into Euler angle. Among Euler angle, Yaw and Pitch were selected to describe human movement. In the visual display system, motion inertia parameters were used to realize the interaction between behaviors and visual effects and enhance interactive experience.
Study of Density Difference and Density Ratio Estimation using Sparse Grids

Using sparse grids for density estimation can reduce computational expenses in comparison to more popular kernel density methods by reducing the amount of examined points, especially for datasets in higher dimensions. The goal of this thesis is to study two recently added algorithms for density difference and density ratio estimation in the SG++ code library for sparse grids. Using a custom pipeline, experiments studying the behavior and accuracy of the algorithms compare the sparse grid results to the analytical solution and to additional kernel based density estimation methods. We aim to visualize and quantify the differences between sparse grid based solutions and other solutions to demonstrate their accuracy and usability for future use in high-dimensional applications and time-series segmentation.
The Criteria for Evaluation of the Integration of Information and Communication Technology in the Curriculum

The Criteria for Evaluation of the Integration of Information and Communication Technology in the Curriculum
NON-PARAMETRIC METHOD FOR DETECTING BREAKDOWN OF TIME SERIES USING THE RANDOM WALKS THEORY MECHANISM

The task of the on-line detection of a sudden change in the probability properties of a time seriesis considered, which is usually interpreted as the detecting task of change point the characteristics(breakdown) in the observed stochastic process. The actuality of the development of research on thistopic is noted, which is due to the emergence of ever new applied problems where methods and algorithmsfor breakdown detecting can be successfully used - in particular, when creating monitoring systemsin industry, ecology, medicine, etc. Two main varieties of methods for breakdown detecting arediscussed: parametric and nonparametric. It is noted that, although nonparametric methods, ceterisparibus, are inferior to parametric methods in terms of efficiency (the speed of breakdown detecting),they also have a number of advantages, without requiring, in particular, for their application detailedinformation about the probabilistic properties of the controlled process. This is fundamentally importantfor building monitoring systems, when detailed information about these properties may either be completelyabsent and then it is necessary to conduct a rather laborious preliminary study of it, or to beunreliable. An original sequential nonparametric algorithm for detecting discord is proposed based onthe implementation of the random walk mechanism or, more specifically, using the theory of successruns. The operating principle of the control algorithm is explained and its description is given. The resultsof the study of the basic statistical characteristics of the algorithm, including the determination ofits effectiveness, and results of comparison with known parametric methods, are given. The area of possiblepractical use of the proposed algorithm is highlighted, where its effectiveness remains quite high.The prospects of using the proposed algorithm as part of the software and algorithmic support of monitoringsystems for various purposes are noted.
Tools make it possible authors make it real

In the thirty or so years and counting that digital interactive narratives havebeen acknowledged, we have witnessed themthrough hypertext fiction, interactive fiction, artificial intelligence programsand further media such as TV, films, games and other experimental forms[1].What could only be possible if one possessed technical and programming skillsin the early 70s, research and passion for the art has made it possible during the 80s,and to this day,forthe general publicvia an abundance of authoring tools toengage with and assert their creativity on developing more stories.Part ofmak-ingthe disciplineprosper are the variety of digital interactiveauthoring tools research-ers and developers have been tirelessly developing. In fact as gathered byShibolet et al. [2]there havebeen over 300 toolsavailable with the passing of the years. Every year new tools are introduced each one promisingto solve issues previous tools were not able to do so or introduce a feature that previous tools were not able to accommodate.It is almost as if there is arace to buildthe better tool.Without ignoring the need for the tools and their significance in narrative creation,unfortunately we have reached an iterativepoint of re-inventing the wheelwithout improving or solving the issues that bearthe use of all these tools[3]. Developers whom include a great variety of research-ers have taken it upon them to build tools for this and that type of narrative and a lot of their valuable time and effort goes into building and testing a tool for what the tool can achieve instead of how the tool can be used to achieve that. This sometimes means that those involved in the development and testing of atool without feedback from people who will ultimately use it, assess itwith their own usability and narrative construction biased expectations [4].For example if one is aiming at building an ideallocative hy-pertext tool and the tool performs well in attaching locations to narrative content, the developer may be pleased, but how does the developer assure that the tool is adaptable to an author’s creative expectations and how does that tool reflect functionally the pro-cess the author is going to follow? It is understandable that a lot of developers want to build the ultimate tool for creating complex interactive stories for an audience, however a majority of them neglectto realize who they are building the tools for.
POLITENESS LANGUAGE OF EMPLOYEES AND STUDENTS OF UNIVERSITAS PALEMBANG PGRI IN ACADEMIC SERVICES

Abstract :  The study aimed to describe the politeness language of employees and students of the Palembang PGRI University in Academic Services. This research is a qualitative research. Data collection techniques and procedures used are observation, recording and transcripts. Data analysis is done by transcribing the recorded data into written form, then analyzed based on the problem formulation. Based on data analysis, the politeness of the employees and students of Palembang PGRI University in Academic Services are descriptively expressed through the functions of politeness, politeness and fulfillment strategies and violations of politeness maxims. The application of functions, strategies, fulfillment and violations of politeness maxims occurred between employees and students at the PGRI Palembang University due to the context in which it occurred.
Simulated acoustic characteristics of stage displacements in a shoebox hall: A case study in Cultural Centre Concert Hall in Taipei

Since Berlin Philharmonic Hall opened in 1963, surround hall configuration has been preferred and used worldwide by architects for its dramatic visual appearance and the proximity to stage. However, according to Beranek’s study, the top three concert halls in the world that have the best acoustics are in shoebox shape. To study the acoustic characteristics of stage displacement in a shoebox hall is the objective of this study. A simplified wired-frame model of Cultural Centre Concert Hall in Taipei is used as an example in this study. It is a stunning performing-arts building as mentioned by Beranek. Its seating capacity is 2077 and it is a shoebox hall. Five different stage displacements along the central axis have been used. The original ceiling configuration is used and moved with each stage displacements. Fixed materials and the relevant absorption coefficients are used in the study as well. Acoustic parameters such as music clarity, lateral refraction, early decay time as well as reverberation time (T30) are simulated. The results showed that for the best proximity, as stage and stage ceiling are moved toward the centre of shoebox hall, the simulated T30 could be increased to approximately 1.7 seconds in 1000 Hz. To meet the original T30 design goal in 2.25 s at 1000 Hz, about 600 m2 of NRC 0.88 acoustic panel were used.
Liquid Cooling System and Air Cooling System in Data Center: A Comparison

The data center is a storage and processing of data facility which consists of multiple computer systems such as a server, network, storage, switch, and infrastructure. The refrigeration system is a requirement that must be owned by the data center. Each electrical devices produce heat and if the device is overheated, the performance of the device will decrease, even it can run into shut down. A data center may be a facility that centralizes an organization's shared IT operations and equipment to store, processing, and disseminate data and applications.Datacenter Cooling refers to the collective equipment, tools, techniques, and processes that ensure a perfect operating temperature within a knowledge center facility.This paper, explains why liquid cooling is better than air cooling.
PERANCANGAN SISTEM INFORMASI PENGELOLAAN JASA PERCETAKAN AGNA ADVERTISING BERBASIS WEB

Business is all activities and businesses for profit by providing goods and services needed for the economic system. In this current era, the development of online business is increasing, a variety of products are increasingly easy to buy online. The increasing number of users of this online business cannot be separated from the development of technology. Today's internet technology has developed very rapidly. The existence of the internet can support the maximum expected goals, can save costs, manpower and operational time of the company as a means of communication, publications, as well as a means to obtain various information widely. Agna Advertising is an entrepreneurial business which is engaged in printing. Agna Advertising business often experiences many constraints in its business processes, namely: Frequent overlapping of customer order data where the customer makes an order first, the order is processed later, there is often a mismatch of the customer's order product with the product received by the customer, the number of complaints from customers regarding late delivery of products to customers, as well as many customer complaints about the total error of payment that must be paid by the customer. With these various problems, an information system is needed to manage data in Agna Advertising company. The research method used is a data collection method consisting of interviews and observations while the system development method used is the SDLC Waterfall model which consists of four stages, namely analysis, design, coding, and testing. The results of testing the system using Black Box testing to show that the system is running in accordance with the expected results. The result is a web-based printing service management information system that can reduce the occurrence of complaints from customers and can facilitate companies in managing data, searching data, and making reports.
Nonlinear Kalman Filter by Hermite-Gauss Quadrature

Kalman filter became a popular tool for state estimation of linear dynamical systems especially due to its simplicity. However in the case of nonlinear systems its realization is more complicated. Commonly used approach called Extended Kalman filter consists in local approximation based on linearization. Another possibility is to approximate the corresponding integrals using some feasible procedures. In this paper we apply Gauss-Hermite Quadrature for state estimation of nonlinear systems and compare its accuracy with Extended Kalman filter.
THE ROLE OF TEXT STRUCTURE IN DEVELOPING THE STORY INTEGRITY IN ENGLISH CHILDREN FAIRY TALES

Abstract: This research analyzes the text in English children's story book. The approach implemented in this study is discourse analysis. The research objectives aimed to describe the role of text structure that builds the story in English children fairy tales. The research method applied in this study is descriptive qualitative. The sources of data in this research are document and informant. The source from document is the reading text in English children fairy tales, while the informant in this study is the author involved in the English children fairy tales publicity. The data of this research are in the form of reading text from English children fairy tales. Based on the result of the data analysis, it is concluded that Dreamlets fairy tales written by Arleen A and EorG are categorized as coherent discourse, because it is supported by text structure that building the integrity of the story line. The text structure that builds plot are found four phases in this discourse that are orientation, complication, evaluation, and resolution. The four text structures have a role in bringing up the fairytale storyline of English-language children Dreamlets by Arleen A and EorG.
Representaties in cognitieve neurowetenschap [Representations in cognitive neuroscience]

Explanations in terms of representations are ubiquitous in cognitive neuroscience. In this paper I will show that the question of who is using the representation is of crucial importance, but not often explicitly answered. Two possible users, the scientist and the cognitive system are theoretically strictly distinct, but the distinction is in practice often blurred. It is tempting to jump from 'representations to the scientist' to 'representations to the system'. This step, however, is unwarranted. I will show that representations to the scientist are not in themselves problematic, and can even be useful, but can lead to wrong conclusions. The problems with representations for the system are more fundamental.
A Radical Turn-based RPG with Combinatorial Game Theory and AI

Adaptive Artificial Intelligence in video games is used to create intelligent behaviour in non-player characters by means of adaptive learning.  The project “Terraformers” is a turn based strategy game with adaptive AI, i.e., the AI adapts to the behaviour of the players and thus makes it more challenging. The game’s domain knowledge plays vital role in success of adaptive game AI. An offline evolutionary algorithm can learn important domain knowledge in the form of game tactics (i.e., a sequence of game actions) for dynamic scripting. This quite evidently makes this form of game AI strictly superior to nonadaptive opponents.  The  game  has  an isometric view which helps  in  giving  a  3D  perspective  and makes it more conceivable. An angle of 30 degrees is maintained on the sides. ”Terraformers” is a project inspired by popular titles such as ”Final Fantasy Tactics Advance”, ”Pokemon Conquest” and ”Into the Breach”.