Reviewerly/exHarmony huggingface dataset:
A Study on the Effectiveness of Cooperative Integrated Arts Activities on the Affective Domain of Middle School Students

본 연구의 목적은 서울시교육청에서 정책적으로 시행하고 있는 협력종합예술활동이 중학생의 정의적 영역에 미치는 효과성을 파악하는 것이다. 이를 위하여 협력종합예술활동의 정의적 영역에 대한 진단 도구를 개발하고, 이를 활용하여 연구집단(2022학년도 2학기에 협력종합예술활동을 시행하는 6개 중학교 254명)과 비교집단(같은 기간에 협력종합예술활동을 시행하지 않는 6개 중학교 180명)을 대상으로 사전·사후 검사를 실시한 후, 각 집단의 정의적 요소별 차이 및 두 집단의 사전·사후 검사 결과에 나타난 변화, 이중차분모형을 적용한 효과성 등을 분석하였다. 연구 결과는 다음과 같다. 첫째, 7개 요소(예술적 흥미, 예술적 감수성, 창의적 표현, 자신감, 자기주도적 태도, 협력정 인성, 예술의 가치화) 35개 문항으로 평가도구를 개발하였으며, 진단 도구의 요소별 내적일관성 신뢰도(Cronbach’s alpha)는 각 영역모두 0.9 내외로 양호한 수준이다. 둘째, 연구집단과 비교집단의 정의적 특성을 비교한 결과, 사전조사에서는 두 집단 사이에 통계적으로 유의미한 차이가 나타나지 않은 반면, 사후조사에서는 7개 전(全) 요소에서 두 집단 사이에 통계적으로 유의미한 차이가 있었고, 연구집단의 평균이 비교집단에 비해 높게 나타났다. 셋째, 연구집단과 비교집단의 사전검사와 사후검사 변화를 비교한 결과 연구집단에서는 협력적 인성을 제외한 6개 요소에서 통계적으로 유의미한 수준에서 높아지는 변화가 있었으며, 비교집단의 경우 변화가 거의 없었다. 넷째, 이중차분모형에 따른 분석 결과 7개 요소에서 집단과 시기(사전·사후)의 상호작용에서 통계적으로 유의미한 차이가 있었으며, 결과적으로 협력종합예술활동이 정의적 영역에서 긍정적 효과가 있는 것으로 나타났다.The purpose of this study is to analyze the effectiveness of cooperative integrated art activities implemented by the Seoul Metropolitan Office of Education on the affective domain of middle school students. To this end, a tool for evaluating the affective domain of cooperative integrated arts activities was developed, and pre- and post-test were conducted on research group (254 students in 6 middle schools which implement cooperative integrated art activities) and comparative group (180 students in 6 middle schools which do not implement cooperative integrated arts activities). The differences between the two groups were compared in affective factors, and the changes in the pre- and post-test of the two groups and the effectiveness of applying the difference-in-difference model were analyzed. The results of the study are as follows. First, the testing tool was developed with 35 items in 7 factors (artistic interest, artistic sensitivity, creative expression, confidence, self-directed attitude, cooperative personality, and making art worthwhile), and Cronbach's alpha in each factor is around 0.9. Second, as a result of comparing the affective characteristics of the research group and the comparative group, there was no statistically significant difference between the two groups in the pre-test, while there were statistically significant differences in 7 factors in the post-test, and the average of the research group was higher than that of the comparative group. As a result of comparing the changes in the pre-test and post-test of the research group and the comparative group, the research group increased at a statistically significant level in six factors excluding cooperative personality, and there was little difference in the comparative group. Fourth, as a result of analyzing by difference-in-difference model, there were statistically significant differences in group and period (pre- and post-test) interactions in seven affective factors, and it was found that cooperative integrated art activities had a positive effect in the affective domain.
Development of an Edu-Tech Elementary Music Creative program for Applying ASSURE Model

디지털 전환시대를 맞이하여 교육부에서는 에듀테크를 활용한 학습지원 대책 방안을 마련하고 있다. 2022 개정 교육과정에서는 디지털 소양을 기초소양으로 제시하며 디지털을 활용하여 문제를 해결하고 창의적으로 생성하는 활동을 초등부터 고시하였다. 본 연구의 목적은 학습자의 디지털 소양과 창의성 함양을 위해 매체를 활용하는 실천적인 ASSURE 모형을 적용하여 에듀테크 초등 음악과 창작 프로그램을 개발하고자 하였다. 각 단계에 따라 14명의 초등 6학년의 학습자를 설문조사하여 분석하고, ABCDs에 따른 목표진술, 질문을 고려한 매체선정, 매체 활용, 학습자 참여 유도, 평가를 설계하여 총 5차시의 프로그램을 개발하였다. 매체선정에서는 ACTIONS로 재분석하여 보다 심도있는 선정을 하고자 하였다. 개발된 프로그램은 전문가집단의 타당도 검증을 받고 의견을 수용하여 프로그램을 수정 및 재구성하였다. 마인드 마이스터로 노랫말 만들기, 뮤즈스코어로 리듬·가락 입히기, 후크패드로 화음 입히기, 젭 플랫폼에서 가상으로 제작된 창작곡발표회장 및 전시실관람의 학습활동을 한다. 이 외에 학습자 유도를 위한 퀴즈앤과 OX 젭, 감상과 평가를 위한 패들렛과 맨티미터를 활용하여 창작학습이 이루어진다. 연구결과 ASSURE 모형은 에듀테크를 위한 디지털 매체를 선정이 가능하고 선정된 매체들은 교육적 가능성이 있었다. 본 연구가 음악교육 발전과 미래사회의 디지털 역량 및 창의성 신장에 도움이 되길 바란다.In the digitally-converted era, the Ministry of Education prepares for the measures to support learning with application of Edu-Tech. In the 2022 revised national curriculum, digital literary was suggested as a basic knowledge, and the activities to solve problems and produce creatively using digital tools were introduced into the elementary curriculum. This study aims at applying the practical ASSURE model for using media in order to grow digital literacy and creativeness of learners and developing an Edu-Tech elementary music creative program. In accordance with each phase, 14 sixth graders participated as the analysis learners, and according to ABCDs, state objectives, selecting methods, media and materials, utilizing media and materials, requiring learner participation, and evaluation and revision were designed and the total 5 sessions’ program was developed. In selecting media, it was re-analyzed with ACTION for deeper selections. The developed program was verified for validity by the expert group, and their opinions were accepted to modify and refigure it. The learning activities consist of writing lyrics with Mind Meister, putting rhythms and melodies with Muse Score, putting accords with Hook Pad, presenting the virtually created music at ZEP platform, watching exhibition room. In addition, Quiz N and OX ZEP for requiring learner participation, and Padlet and Mentimeter for appropriation and evaluation are applied to offer creative learning. As a result of the research, the ASSURE Model is available for selecting digital media for Edu-Tech and the selected media have educational possibilities. It is expected that the study will be helpful to develop music education, and grow digital capabilities and creativeness in future society.
Progressive Forest: An Early Stopping Criteria For Building Ensembles

Decision forests improve their predictive power based on thecombination of various decision trees. The number of trees to be usedto achieve the best possible accuracy is not preset and has to bedetermined by a trial and error process. In many classificationproblems more trees are used than necessary.This paper introduces a new method, called Progressive Forest, thatprogressively evaluates the addition of new decision trees into adecision forest to decide when adding more trees is not longer useful.This method was incorporated into the construction schemes ofProactive Forest and Random Forest with very encouraging results.It is experimentally shown that Progressive Forest reduces the numberof trees while maintaining the accuracy of the classification.Progressive Forest can be incorporated into any scheme of constructionof ensemble, which presents similar characteristics to Random Forest.
ANALISIS DAN PERANCANGAN E-COMMERCE PADA GOFONE JAMBI

Store Gofone is a privately owned business entity that sells smartphones which are a tertiary need for people in everyday life. Initially, Gofone still sold conventional products, limited to meetings at product sales points or shops, which were deemed less effective and efficient. This is because Gofone does not yet have a dedicated e-commerce website to provide all information related to product sales. To make product sales more effective and efficient, an e-commerce website is needed. This research aims to increase market share, reduce operational costs, widen sales reach, increase consumer loyalty or loyalty to the product, as well as a promotional medium. The method used in this study is UML (Unified Modeling Language) which consists of use case diagrams, activity diagrams, and class diagrams. The design uses the prototype system method. The results of the research are in the form of an e-commerce system at Gofone Jambi.
Two Neural Models for Multilingual Grammatical Error Detection

This paper presents two neural models for multilingual grammatical error detection and their results in the MultiGED-2023 shared task.The first model uses a simple, purely supervised character-based approach.The second model uses a large language model which is pretrained on 100 different languages and fine-tuned on the provided datasets of the shared task.Despite simple approaches, the two systems achieved promising results.One system has the second best F-score; the other is in the top four of participating systems.
Project Management Methodologies Success Factors Evaluation Employing Intuitionistic Fuzzy Cognitive Map Method

Project management methodologies describe the way of working and communicating, and represent the principles and processes in order to manage a project.This paper focuses on three project management methodologies, which are named waterfall, agile, and lean six sigma to provide a multi-dimensional view of success factors.It presents an intuitionistic fuzzy cognitive map (IFCM) application to evaluate the importance degrees of performance indicators of these project management methodologies.The cause-and-effect relationships among concepts; uncertainty, vagueness, and hesitation in data lead to utilize an intuitionistic decision aid approach to assess the performance criteria of project management frameworks.
Investigating the challenges and factors influencing Project Success during the Covid-19 pandemic in Oman

At the beginning of 2020, the world was affected by Covid-19 pandemic.Which influenced the project's success negatively.The aim of this study is to develop a framework that help to enhance the project success factors during pandemics.The method used in this study involved conducting an extensive literature review to understand the topic and collect project success factors.An interview was conducted to collect more information about the effect of Covid-19 on the oil and gas companies.A final set of critical factors was obtained to conduct further statistical analysis and developing the framework in FYP-II.To achieve this, we proposed a very detailed and well-structured methodology.The methodology consists of three main phases.In the first phase we followed a systematic literature review process aiming to identify project success factors.The search for the literature review papers was using specific key word and strings such as project success, project management success and Covid-19.The journal papers that are related to the topic from high ranked journals were selected.The project success factors and project success factors were collected and clustered into groups.In the second phase, the factors were reduced through different levels of filters to conduct
Cognitive patterns of thought

Three hypostases of human existence are considered: the natural-scientific material world, the animate object of which he is, the biological form of life of an animate subject-individual, characterized by the presence of highly organized matter — the human brain, and the society of joint work, communication and ethic-cultural community of people, — and activity as an attribute of human life. The ability to act in the objective world, as well as to think in the cognitive world of human existence, are not transmitted genetically, but are assimilated in life and constitute the fundamental basis of all cognition. Socially confirmed experience of activity acquires the value of standards, cognitive “units” of reality. Cognition expresses the unity of dialectical reflection of the material world, socially-mediated historically-developing collective subject-practical practice and communication (communication) of all participants in the cognitive relationship. The material substrate, the psychophysiological basis of thinking are the functional systems of the brain, the afferent fields of the brain. A brief description of modern types of thinking is given.
MEDIA

Africa Research Bulletin: Political, Social and Cultural SeriesVolume 60, Issue 4 p. 24007A-24009C Social and Cultural MEDIA First published: 16 May 2023 https://doi.org/10.1111/j.1467-825X.2023.11051.xRead the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onEmailFacebookTwitterLinkedInRedditWechat No abstract is available for this article. Volume60, Issue4May 2023Pages 24007A-24009C RelatedInformation
The Effect of Haptic Device on Product Evaluation in VR Store - Focused on Sofa Purchase Case -

Due to the continuous growth of the online store market, which has been futher accelerated by the Covid-19 pandemic, online stores have become an essential part of our daily lives. However, the limitation of online shopping is that customers cannot directly touch and feel the products. Product information plays a significant role in customers’ purchasing decisions, especially for expensive and low-frequency products such as furniture, where customers make an effort to obtain more accurate information. This paper aims to explore the current state of haptic devices in VR stores and their impact on customer experiences and purchasing decisions. Specifically, the objective of this study is to develop a hpatic device that can convey tactile information about products in a VR (Virtual Reality) store and to confirm whether this device enhances customers’ VR shopping experience. As a result, we developed the haptic device HAPsurface, which delivers the surface texture of products to the user’s fingertips in a VR environment. We then conducted a comparative experiment (N=66) by creating an experimental VR store and providing customers with information about the texture of a sofa to confirm whether customers have more confidence in their purchasing decisions. The results of the experiment confirm that tactile information can have a significant impact on customers’ shopping experiences in VR.
Conclusions and policy recommendations

This Economic Governance Report, building on earlier work by the Mbeki Panel and others, have assessed measures African governments can take by themselves or by drawing on international cooperation opportunities to combat illicit financial outflows. It has reviewed the readiness of African governance institutions to do so, including their legislation and regulatory frameworks and their activities and coordination capacities. In each of the illicit financial flow (IFF) channels and motivations addressed by the report—tax evasion and tax planning for avoidance purposes, trade pricing manipulation, the banking system and money laundering strategies, as well as corruption-related IFFs—institutional activities and capacities are described, and examples from the continent are given. Based on these examinations, the report stresses the need for African countries to double up: to build strong, effective and accountable institutions for curbing IFFs, while standing behind those institutions with political leadership at the highest levels. This concluding chapter highlights a selection of the report’s recommendations.
Partisipasi Pembelajaran Bahasa Indonesia Kelas XI dalam Program Habit-Forming MAN 2 Samarinda

The habit-forming program is designed by schools/madrasas to accustom learners to habituation. Indonesian language learning materials can participate in habit-forming programs. The purpose of this study is to describe the participation of Indonesian language learning in the habit-forming program in terms of Indonesian language learning materials. Researchers used descriptive naturalistic qualitative methods to describe what materials in Indonesian language learning can participate in the habit-forming program at MAN 2 Samarinda. The data sources and samples in this study were students in grade XI. Researchers used triangulation techniques to collect data while testing the credibility of different data from the same source. The data analysis technique of this research uses the model developed by Creswell, namely: (1) organizing and preparing data; (2) reading all data; (3) coding; (4) describing coding; (5) constructing data. The results of this study show that Indonesian language learning materials in class XI can participate in the habit-forming program. The stimulus-response of Indonesian language learning in the habit-forming program, among others: Indonesian language learning materials as a form of habituated stimulus; and the participation of Indonesian language learning materials in the habit-forming program as a form of habituated response.
The Deep Learning-based Human Activity Recognition Using Smart Wearable Sensors : A Tutorial

Human activity recognition (HAR) mechanisms that distinguish human behavior utilizing wearablesensors have advanced significantly over several years. Not only have state-of-the-art techniques ignoredhand-crafted features in favor of end-to-end deep learning approaches, but best practices fordesigning experiments, preparing datasets, and assessing activity recognition systems have changedin lockstep. This tutorial will provide an in-depth, hands-on introduction to the topic of sensor-basedHAR for those who are new to it. We will concentrate on deep learning-based HAR in this tutorialutilizing data from intelligent wearable sensor devices. This tutorial introduces the SDL-HARframework, which provides a general-purpose framework for data preprocessing, data generation,model development, and evaluation. We describe each aspect of the provided system in-depth, offerreferences to relevant research, and explain the community’s best practice methodologies for activityidentification. Two exemplary deep learning approaches, convolutional neural network (CNN) andlong short-term memory neural network (LSTM), are deployed in this lesson using state-of-the-artpublic HAR datasets. Additionally, this tutorial highlights the problems and future research directionsof sensor-based HAR.
Internet Meme as a Result of Global Digitalization

In the report, the author examines such phenomena of modern society as digitalization and its "product" - the Internet meme. Based on the analysis of the conducted research, the author identifies the main features of these phenomena and promising areas for further research.
Ambiance Realistic in 3D Environment Vakkaru Resort Maldives

The visual world should steal the attention of the wider community, this is a challenge for visual artists to bring a confident effect to an object presented in this case in the form of the environmental area of a resort in the Maldives named Vakkaru. Promotional media became an element of strength in introducing the resort. This is because the media work starts to promote the process that is still running at 80% so it requires visual power to attract visitors or guests who are expected to book the resort. The process of creating a 3D Environment affects the impression of the resort owner to give confidence to prospective consumers of the real atmosphere of the resort environment. The role of lighting is very influential in the form of 3D modelling of 3D Environment visualization, the lighting aspect of the resort environment area provides a comfortable and warm character. Visual 3d Environment is not only a promotional medium but can also help the detailed production process in the resort and represent the final result achieved in terms of furniture design, lights, buildings, and environment. All of that can only be achieved with a 3D Environment that has implemented Ambiance Realistic correctly.
International Olympiads as a Factor in the Intellectual Development of Schoolchildren

Olympiad as a form of assessment of knowledge and motivation of schoolchildren to research creativity has long been used in both domestic and world educational practice. National subject Olympiads allow one to identify the best minds in individual states, while international Olympiads allow to solve the same problems, but on a global scale. In our article, we study the features of some international projects, as well as analyse the results of the performance of Russian teams. We describe measures to support talented schoolchildren by the government. The study notes that most international Olympiads are held in natural science disciplines, while humanitarian subjects remain in the shadows and need more attention from the teaching community.
A Graph For Testing

This is the final chapter. In it, you are going to see a reasonably simple, but common, graph example that you can use to explore how to query a cyclic graph. In the downloads, there is a code generator that will let you tune an example to your precise size needs and see what happens when the data amounts are tremendous.
Inferential Statistics

The setup of inferential statistics is as follows. There is a population which is a set of all individuals or objects that we are interested in, but is too large to study in its entirety. Instead we obtain a random sample which is a subset of the population and use the information available in the subset to generalize to the population. Usually we specify a model for the probability distribution for the population. This is a probability density function (pdf) for continuous or probability mass function (pmf) for discrete distributions. Although the form of the distribution can be specified depending on the background information on the population, certain numerical characters may be unknown. These unknown but fixed numerical characteristics are associated with the model and are called parameters. A sample statistic is a numerical measure of a sample that can be calculated from the observations. The sample statistics are used to draw inference about population parameters.
The Denationalization of Money and Cryptocurrencies: Commonalities and Implications for the Global Economy

The Denationalization of Money, a book by NobelPrize–winning economist F.A. Hayek, suggests abolishing the government's monopoly over fiat currency. Hayek believed that a single national currency and the central bank have a history of generating massive inflation and; therefore, unregulated private currencies can counteract such a governmental monopoly over the national currency. Cryptocurrencies (cryptocurrencies) are decentralized digital currencies built on blockchain technology that has the potential to reshape the global financial landscape and foster a more competitive and innovative monetary system. In this article, I examine some commonalities and implications of Hayek's theory on the role of money in the economy for the future of cryptocurrencies and the financial system. I also discuss the potential impact of the denationalization of money and cryptocurrencies on the global economic system.
Resampling

In the previous chapters we have considered model-based statistical inference. In many cases, it is difficult to decide on an appropriate model. We are still interested in drawing inference from the data. In such cases, resampling techniques come in handy. Resampling methods require fewer assumptions regarding the underlying data generating mechanism and are, therefore, widely applicable.