Reviewerly/exHarmony huggingface dataset:
Optimal Counterfactual Explanations in Tree Ensembles

Counterfactual explanations are usually generated through heuristics that are sensitive to the search's initial conditions. The absence of guarantees of performance and robustness hinders trustworthiness. In this paper, we take a disciplined approach towards counterfactual explanations for tree ensembles. We advocate for a model-based search aiming at optimal explanations and propose efficient mixed-integer programming approaches. We show that isolation forests can be modeled within our framework to focus the search on plausible explanations with a low outlier score. We provide comprehensive coverage of additional constraints that model important objectives, heterogeneous data types, structural constraints on the feature space, along with resource and actionability restrictions. Our experimental analyses demonstrate that the proposed search approach requires a computational effort that is orders of magnitude smaller than previous mathematical programming algorithms. It scales up to large data sets and tree ensembles, where it provides, within seconds, systematic explanations grounded on well-defined models solved to optimality.
Convergence Analysis of Over-parameterized Deep Linear Networks, and the Principal Components Bias.

Convolutional Neural networks of different architectures seem to learn toclassify images in the same order. To understand this phenomenon, we revisitthe over-parametrized deep linear network model. Our analysis of this model'slearning dynamics reveals that the convergence rate of its parameters isexponentially faster along directions corresponding to the larger principalcomponents of the data, at a rate governed by the singular values. We term thisconvergence pattern the Principal Components bias (PC-bias). We show how thePC-bias streamlines the order of learning of both linear and non-linearnetworks, more prominently in earlier stages of learning. We then compare ourresults to the spectral bias, showing that both biases can be seenindependently, and affect the order of learning in different ways. Finally, wediscuss how the PC-bias can explain several phenomena, including the benefitsof prevalent initialization schemes, how early stopping may be related to PCA,and why deep networks converge more slowly when given random labels.
Factors of poor academic performance in UiTM Arau using fuzzy TOPSIS method / Maisarah Afiqah Nasaruddin

The purpose of this study was to rank and analyze the significant factors causing poor academic performance among UiTM students. Motivation, learning attitude, teaching style and learning styles were the selected factors. The study further outlined the criteria for the student when deciding the variables. The method used in this study was Fuzzy Technique for Order Preferences by Similarity to Ideal Solution (FTOPSIS). Followed by the usage of Triangular Fuzzy set to handle the uncertainty. The result of the study showed that FTOPSIS succesfully ranked the factors of poor academic performance as it had different criteria weight. The proposed methodology presents a multi-criteria approach to determine the most common factors the caused the poor academic performance among the UiTM Arau students. The result shows that motivation was the most the nearest approach to the ideal solution with the closest coefficint of 0.7428 while the learning style was the farthest from the ideal solution with the coefficient of 0.1621.
LANGUAGE CHOICE IN TEACHING CONTENT SUBJECTS AT ENGLISH DEPARTMENT FKIP UNIVERSITY OF MATARAM

This research investigates the language choice in teaching content subjects usedby lecturers in the online classroom. The objectives of this study are finding outthe types of code-switching and code-mixing and the reason for usingcode-switching and code-mixing. This study is a descriptive qualitative. Theresearcher observed and collected the data by entering the online class. Theresearcher recorded the conversation from the start until the end of the class. Aftergaining the data, the researcher transcribed it into written data. The writer thenclassified data based on the types of code switching and code mixing andanalyzed the reasons why code-switching and code-mixing were used. The resultof the data analysis showed that the most frequently used type wasIntra-Sentential Code-Mixing. Meanwhile, the lecturers mostly appliedExtra-Sentential Code-Switching. The most dominant reason is the intention ofclarifying the content of the course for the interlocutor. It caused them as Englishlecturers to reemphasize their course content to the students to understand thelecturers’ intention.
Post-processing numerical weather prediction ensembles for probabilistic solar irradiance forecasting

&amp;lt;p&amp;gt;In order to enable the transition towards renewable energy sources, probabilistic energy forecasting is of critical importance for incorporating volatile power sources such as solar energy into the electrical grid. Solar energy forecasting methods often aim to provide probabilistic predictions of solar irradiance. In particular, many hybrid approaches combine physical information from numerical weather prediction models with statistical methods. Even though the physical models can provide useful information at intra-day and day-ahead forecast horizons, ensemble weather forecasts from multiple model runs are often not calibrated and show systematic biases. We propose a post-processing model for ensemble weather predictions of solar irradiance at temporal resolutions between 30 minutes and 6 hours. The proposed models provide probabilistic forecasts in the form of a censored logistic probability distribution for lead times up to 5 days and are evaluated in two case studies covering distinct physical models, geographical regions, temporal resolutions, and types of solar irradiance. We find that post-processing consistently and significantly improves the forecast performance of the ensemble predictions for lead times up to at least 48 hours and is well able to correct the systematic lack of calibration.&amp;lt;/p&amp;gt;
Differences In Abnormal Esr Result Using Disposable Westergren Pipettes With Automatic Tools

Method this is highly recommended by ICSH (International Council For Standarization in Hematologi) while the new automatic method is used because with excesss faster then the why Westegren can reduce of reduce the rise of infeccius material exposure and speed up the reading process without waiting one hours at this time more used. The study aim knowing determind the difference in the value of ESR using the automatic tool and the westegren disposable pipette. This research is a laboratory experimental research using the design of group comparison statistics, wich compares the results between the experimental groups ( Disposable westegren pipette groups ) and the results of the control group (automatic group). Benefits of the study able to analyze the result on ESR Examination using automatic tools and Westegren disposable pipette. The result of the independent T-Test showed that there was no significant differences ( p-value = 0,318) the ESR check can show the same result even thought using manual or automatic method. The average automatic BSR Examination value is 74,76 mm/hours, while the average value of the BSR Examination result with disposable Westegren pipette is 66,43 mm/hours. It wash concluded that in this study there were no signifikan differences in the Westegren disposable automatic and pipette devices.
Gamificación en la docencia de dermatología

espanolCasi todos nosotros, como profesores universitarios, abusamos de las clases magistrales basadas en presenta-ciones con PowerPoint, empleando todo el tiempo de la clase exclusivamente en trasmitir informacion para que nuestros alumnos la memoricen. Cada vez mas alumnos experimentan estas clases teoricas como una experiencia somnifera, abu-rrida y pasiva. La gamificacion, o game based learning, puede impulsar la motivacion y el aprendizaje combinando dina-micas con contenidos a medida y tecnologia interactiva con resultados y feedback en tiempo real. Tiene la capacidad de generar un formato ludico y atractivo, potenciar la participacion activa, el debate y la reflexion en el aula, promover las relaciones entre los asistentes y mejorar la retencion de mensajes clave o conocimientos que se quieran transmitir. Desde hace dos anos, en la unidad docente de Basurto de la Facultad de Medicina y Enfermeria de la Universidad del Pais Vasco/Euskal Herriko Unibertsitatea utilizamos dos herramientas para ‘gamificar’ nuestra docencia en la asignatura de Derma-tologia de 4.o curso de Medicina: Socrative® y Trivinet®. EnglishAlmost all of us, as university professors, abuse the presentation-based master classes with ‘PowerPoint’ employing all class time, exclusively in the transmission of the information to be memory- learned. For a growing part of the students the theory class is a sleepy experience, boring and passive. Gamification or ‘Game Based Learning’ can boost motivation and learning by combining dynamics with tailored content and interactive technology with results and feedback in real time. They have the ability to create a playful and attractive format, promote active participation, debate and reflection in the classroom, promote relationships between attendees and improve the retention of key messages or knowledge that you want to transmit. For 2 years, in the Basurto teaching unit of the Faculty of Medicine and Nursing of the University of the Basque Country (UPV) we have used 2 tools to ‘gamify’ our teaching in the subject of Dermatology in the 4th year of Medicine: Socrative® and Trivinet®
PENINGKATAN PRESTASI BELAJAR BAHASA INGGRIS MELALUI PENERAPAN MODEL PEMBELAJARAN KOOPERATIF THINK PAIR SHARE (TPS) PADA SISWA KELAS XII ADMINISTRASI PERKANTORAN 2 SMK NEGERI 3 SURAKARTA SEMESTER 6 TAHUN PELAJARAN 2016/2017

The purpose of this study is to improve English learning achievement through the application of Think Pair Share learning models in class of XII Office Administration 2 SMK Negeri 3 Surakarta in the even semester of the 2016/2017 academic year. This research is in the form of classroom action research, which is a study to improve learning in the classroom, in the form of assessment of learning problems through self-reflection with various planned actions, collaborating between researchers, students, and other teachers who teach English. The subjects of this study were 32 students in class of XII Office Administration 2 at SMK Negeri 3 Surakarta. The actions were carried out by the researcher which was planned together with the English subject teacher. The data sources of this research are informants, events and documents. Data collection techniques used were observation and test techniques. The research process is carried out in two cycles because the researcher is the subject teacher. Each cycle consists of four stages: action planning, action implementation, observation and evaluation, and analysis and reflection. Each cycle is done within three meetings and each meeting is 2 x 45 minutes. Based on the results of the research conducted it can be concluded that there was an improvement in English learning achievement of students of class XII Office Administration 2 SMK Negeri 3 Surakarta through the application of Think Pair Share learning models. From the results of research that has been done shows an increase in English learning achievement of students from 19 students (59%) who passed the minimum passing grade in the pre-cycle to 24 students (75%) who passed in the first cycle and increased to 28 students (88%) who reached score above the minimum passing grade. The average score of English learning achievement also increased from 69.22 in pre-cycle to 76.25 (increased 14%) after the first cycle of action and to 80 (increased 15%) after the second cycle of action.
LibGuides: Virtual Potluck: Bringing Ossining to the Table!: Recipes!

Ashley Covelli, of Big Flavors from a Tiny Kitchen, will lead an exciting new program to build community over food, recipes, and conversations centered around cookbooks!
Influencia de Geogebra en las actitudes hacia las matemáticas de estudiantes de secundaria: diseño y validación de un cuestionario

espanolLos recursos tecnologicos pueden ser una herramienta util para mejorar la deficiente actitud hacia la matematica de una buena parte del alumnado de Secundaria. Los profesores necesitan instrumentos para valorar el impacto de estos recursos en la practica. En este capitulo presentamos un cuestionario que, junto a otros instrumentos, permiten informar de la influencia que tuvo en las actitudes del alumnado la introduccion de Geogebra en el aula EnglishTechnological resources may be a useful tool to improve the defi-cient attitude towards mathematics of a good number of secondary students. Teachers need instruments for assessing the impact of these resources in practice. In this chapter, a questionnaire is presented which, together with other instruments, allows to report of the positive influence in students’ attitudes when Geogebra is introduced in the classroom
The Long-Run Economic Consequences of Iodine Supplementation

We present evidence on the impacts of a large-scale iodine supplementation program in Tanzania on individuals' long-term economic outcomes. Exploiting the timing and location of the intervention, we document that in utero exposure to the program increased completed years of education and income scores in adulthood. We find no increase in total employment, but a significant change in the occupational structure. Cohorts exposed to the program are less likely to work in agricultural self-employment and more likely to hold skilled jobs that typically demand higher levels of education. Together, these results demonstrate that iodine deficiency can have long-run implications for occupational choices and labor market incomes in low-income regions.
G(r,s,p) Reward Game: A Two-opponent Stochastic Online Game from Hearthstone

In this paper, we propose a probabilistic combinatorial game, the G(r,s,p) reward game, in the two-opponent stochastic online game setting. The proposed game rewards players on consecutive wins, whose inspiration is from the winning streak feature in Hearthstone, a free-to-play online digital collectible card game with 100 million players worldwide. Three natural questions to any game player are rigorously answered by a simplified-and-complicated methodology: how likely does a specific player lose the game; How long the game is expected to take till that player loses the game; Whether there exist specific amounts of stars that player starts the game but his or her fortune will be (resp. never be) that amount again.
Research on music teaching practice based on fuzzy intelligent interactive tablet

With the development of economy and the progress of science and technology, China, as a powerful country in science and technology and education, has been constantly improving the level of educational informatization and perfecting the basic teaching equipment, which has realized informatization and modernization to a certain extent. This research takes intelligent interactive tablet as interactive means and combines the theories of aesthetics, psychology, pedagogy and fuzzy teaching to research the appreciation, singing and creation aspects of music teaching practice. After three months of teaching practice, the students are evaluated and construct fuzzy cluster evaluation model, investigation and analysis and other methods, which verified that the fuzzy intelligent interactive tablet can provide rich content for music teaching, improve the teaching efficiency of students’ participation, and prove that the fuzzy intelligent interactive tablet has a great auxiliary effect on music teaching.
Breaking the symmetry of sound propagation

The physics of acoustic nonreciprocity – the notion hearing sound does not have to be equal on both sides.
대중가요를 활용한 한국 사회문화교육 방안 연구

This study aims to select contents for Korean social culture education by the period for foreign students, and propose measures for Korean social culture education using Korean popular songs. To this end, we first presented the contents of Korean social culture education in the past 70 years from 1946 in 10-year units. We referred to a study that analyzed the key words in newspaper articles and the Korean history curriculum suggested by the Department of Education to identify social culture education by the period. The following educational contents were identified: “The Korean War and division of the South and North Koreas”(1946- 1955), “Changes of social aspect before and after war”(1956-1964), “Light and darkness of government-led economic development”(1965-1974), “Urbanization and youth culture”(1975-1984), “Advent of new generation and new technology and environmental problems”(1985-1994), “Adolescent issues and the financial crisis” (1995-2002), and “Youth unemployment and class conflict”(2003-current). In addition, Korean popular songs about Korea’s social culture were selected by reviewing previous studies and popular Korean music websites. Next, the contents about “Urbanization and youth culture”(1975-1984) were presented as a class model. Korean culture is the classic channel through which Korean language learners are introduced to Korea, and among various Korean cultural media, Korean popular song attracts the most attention. Thus, Korean popular song may be an effective pedagogic instrument to teach Korean social culture to foreign students.
Best Wireless Gaming Headset

The beautiful truth that a gaming headset delivers great sounds for an immersive game-audio experience has been solidified. However, a wireless gaming ...
The Influence of Campus New Media Platform on the Writing Ability of Students With New Engineering Background

Abstract Nowadays, science and engineering is the mainstream major in many schools. The number of science and engineering students is very large. According to the statistics of engineering colleges, science students’ practical writing ability is relatively poor. A lot of students’ writing level is seriously degraded during the University. Their knowledge of science culture seems to be eating into their writing thinking. With the popularity of new media platform, the writing ability of students under the background of new engineering should be valued[6]. This paper describes the present situation of science and engineering students’ writing ability. On this basis, this paper puts forward the strategies of cultivating engineering students’ writing ability under the new media technology.
FACE RECOGNITION-BASED LECTURE ATTENDANCE SYSTEM: A SURVEY PAPER

This paper mainly concentrates on the concept of Face Recognition was summarized and its significance in a real life application are illustrated. Face Recognition using the Principle Component Analysis is researched in detail, the key to achieve Face Recognition using Sub-Spaces is also surveyed.
LibGuides: Middle School Digital Learning: Recommended Books

This guide is to provide resources and support for middle school teachers who may be teaching digitally for the first time. Book suggestions to read about teaching digitally.
INOVASI PEMBUATAN PASTA GIGI ARANG KULIT PISANG

Banana peel, whose use is unknown to the wider community, has economic value if it is processed into toothpaste which can be used as a source of income for students and the surrounding community. Through the Student Creativity Program, it is hoped that it can become an innovation in creating business opportunities among students by utilizing simple technology in making pasta products from banana peel charcoal. The process consists of several production stages, namely pre-production, production and post-production. The marketing process is carried out by developing an electronic transaction system using media (online) based on the PO (Pre Order) system.
New assessment technologies to evaluate current and intermediate knowledge of learners

espanolLas tendencias modernas de desarrollo educativo, y la aparicion de nuevos modos de estudio plantean nuevos requisitos para las pruebas. El proposito de la investigacion es fundamentar cientificamente la aplicacion de tecnologias de prueba destinadas an aumentar la motivacion de los estudiantes para adquirir competencias economicas. Con el fin de verificar experimentalmente la viabilidad de las tecnologias de prueba como un factor que aumenta la motivacion y el exito de los estudiantes de especialidades no economicas, se realizo un experimento pedagogico. Se ha establecido que el efecto maximo se logra a traves Del enfoque integrado: el uso de tecnologias de prueba para evaluar el conocimiento actual e intermedio (final) de los alumnos. EnglishModern education development trends, and the emergence of new modes of study put forward new requirements for testing. The purpose of the research is to scientifically substantiate the application of testing technologies aimed at increasing student motivation to acquire economic competencies. In order to experimentally verify the feasibility of testing technologies as a factor that increases the motivation and success of learners of non-economic specialties, a pedagogical experiment was conducted. It has been established that the maximum effect is achieved through the integrated approach - the use of testing technologies to assess both current and intermediate (final) knowledge of learners.
SKIing on Simplices: Kernel Interpolation on the Permutohedral Lattice for Scalable Gaussian Processes

State-of-the-art methods for scalable Gaussian processes use iterative algorithms, requiring fast matrix vector multiplies (MVMs) with the covariance kernel. The Structured Kernel Interpolation (SKI) framework accelerates these MVMs by performing efficient MVMs on a grid and interpolating back to the original space. In this work, we develop a connection between SKI and the permutohedral lattice used for high-dimensional fast bilateral filtering. Using a sparse simplicial grid instead of a dense rectangular one, we can perform GP inference exponentially faster in the dimension than SKI. Our approach, Simplex-GP, enables scaling SKI to high dimensions, while maintaining strong predictive performance. We additionally provide a CUDA implementation of Simplex-GP, which enables significant GPU acceleration of MVM based inference.
Challenges Faced During Software Component Selection

Software development organizations believe that Component-Based Software Engineering (CBSE) approach will improve their productivity and quality by selecting pre-existing software components. CBSE is an approach which is used to enhance the reusability because reusability is a way to improve efficiency and productivity of software systems. Component-Based oftware Development (CBSD) with reusable component not only reduces the time to market but also brings down the cost of development heavily. This paper presents the challenge like performance, time, components size, fault tolerance, reliability, components functionality, components compatibility and available component subset which are faced by developer during component selection. Lastly this paper summarizes which algorithm is used for component retrieval according to availability of component subset by keeping this challenges in mind.