Reviewerly/exHarmony huggingface dataset:
A Graph Oriented Based Recommender System for Financial Products and Services

Recommender Systems are intelligent applications designed to assist the user in a decision-making process whereby user wants to choose one item amongst the potentially overwhelming set of alternative products or services. This research is aimed at developing an intelligent recommender system that provides high quality recommendations in the financial domain. Hashed and anonymized datasets (which are account statements) were acquired from online sources and bank customers. The acquired data was pre-processed using the Microsoft Excel 2016 and WEKA 3.8.3 data mining software. The K-nearest neighbor (KNN) algorithm was used to classify the dataset and train the model. The trained model was used to develop a recommender system using the Java 2 platform Enterprise Edition (J2EE). For effective management of the data and consideration of rapid increase in data growth, a graph-oriented database approach was proposed and utilized. The database management system used was the Neo4j. From the evaluation of the algorithms implemented in the recommender system taxonomy, the KNN algorithm recorded the best performance building the model in 0.3seconds with an accuracy of 89.8%. The fuzzy decision tree algorithm performed second best building the model within 0.48 seconds with an accuracy of 62.8%. The decision table algorithm performed poorly building the model in 3.9 seconds with an accuracy of 53%. However, the baseline accuracy of the dataset used was evaluated to be 62.75% of accuracy in 0.4 seconds. It is therefore recommended, as proposed in this study that the graph technology be used in developing recommender systems especially for institutions with massively growing data like the financial institutions. In addition, bank products should be classified and targeted towards customers in order to bolster their level of involvements and improve financial inclusion. With a targeted product, customers will be more willing to opt-in if products are suitable and within financial reach. This will help financial institutions earn more and the customer’s financial power will also be strengthened.
The application problem of project-based learning technology in higher education of Kazakhstan

An innovative and practical activity in all spheres of human life has become a characteristic feature of the modern era. Such activities directly depend on the project competence formation in the professional education system. Project technologies are one of the most promising educational technologies. They have significant potential for the development of personal qualities and the formation of students’ professional competencies of any specialty. This is evidenced by the modern research results. For students (learners)’ future activities as a teacher, it is important to develop the “project activities readiness” competence. Accordingly, the main goal of our research was to identify the readiness of undergraduate biology students to organize and execute projects, as well as to identify the willingness of teachers to apply the project-based training technology in the educational process. It should be underlined that this study analyzed only open questions to identify teachers’ ideas and future biology teachers’ ideas about the project-based training technology, identify needs related to this technology and provide a basis for further research. The authors of the article surveyed 115 students of specialty “5В011300 - Biology” and 75 teachers at Abai Kazakh National Pedagogical University and Khoja Akhmet Yassawi International Kazakh-Turkish University. The questionnaire method was used in the form of open-ended questions. The data was analyzed using content analysis. Based on the survey results, an urgent problem was identified: the unreadiness of both teachers and students for projects organization and implementation. Bringing teachers and students to the formation and implementation of students’ readiness for projects organization in the biological disciplines teaching process requires the development of a scientifically based methodology for the development of this competence in the future.
Research on the construction of innovation and entrepreneurship education system in Chinese local universities

The innovation and entrepreneurship education system in colleges and universities is a guiding channel to strengthen the innovation ability of talents and to expand their employment scope. It has the characteristics of diversity, innovation and adaptability. Based on this, taking local colleges and universities in China as an example, this article summarizes the current situation of the construction of innovation and entrepreneurship education system, and puts forward relevant suggestions for the practices of system promotion, so as to bring the advantages of the system into full play and realize the comprehensive utilization of talents in colleges and universities.
Privacy-Preserving Techniques for Social Network Data

Right now twentieth century, online informal organizations, for example, Facebook and Twitter assume a significant job in everybody's life. Interpersonal organization information, in regards to any individual association, can be distributed online whenever, in which there is a danger of data spillage of anybody's very own information. Thus, saving the protection of individual associations and organizations is required before information are distributed on the web. In this way, this examination was completed right now different existing systems that give the answers for protecting security to unthinkable information called as social information and furthermore interpersonal organization information spoke to in diagrams. Various systems exist for forbidden information however we can't make a difference straightforwardly to the organized complex chart information, which comprise of vertices spoke to as people and edges spoke to as an association or connection between the hubs. Different systems, for example, K-anonymity, L-diversity, and T-closeness exist to give security to hubs, and methods, for example, edge bother and edge randomization are accessible to give protection to edges in interpersonal organization diagrams. We show the work done by numerous specialists in the past where informal organizations are expressed as system diagrams with clients spoke to as hubs and kinship between clients spoke to as connections between the hubs. We study ways and systems created to secure these hubs and connections in the system. We likewise survey different frameworks proposed, alongside all the accessible databases for future analysts right now.
Utilizing Simultaneous Localization and Mapping (SLAM) in Augmented-Reality Shell Game for iOS

Augmented Reality (AR) are now integrated for productivity and quality improvements.  Hence, this study aims on the improvements of mental training through AR using SLAM algorithm.  The authors developed an augmented reality game where the application of skills and user interactions are monitored. This enhances cognitive development and training of users apart from having an immersive feeling that provides exciting, entertaining and engaging experience. A new AR tool was adopted by this study.  In an AR implementation, integrating the ARKIT tool would remove the need of creating marker-based application. iOS mobile phone can adapt in the ARKIT tool by simply using visual sensors of the camera.   This uncovers innovation of SLAM algorithm in the improvement of user experience on games. Through detailed analysis of the data, we found that 25 gamers and 25 non-gamers students were able to synchronize their actions and engage in both virtual and physical world during the visual evaluation process. Respondents who tested the game, non-gamer and gamers alike, commented mostly about the ARKit game that grant more entertainment as compared with others. In the end, ARKit framework displayed the proficiencies and bounds of SLAM algorithms when implemented in an augmented reality game for iOS; and at the same time, the shell game, incorporated by the power of AR, provided challenge on the memory and spatial skills of the participants.
LibGuides: Remote Research and Dance: Available E-Books

This guide brings together the varied resources available to our patrons while conducting their research remotely.
Peningkatan Motivasi Belajar Matematika Melalui Pembelajaran Matematika Kontekstual

This study focuses on enhancement of student’s learning motivation. This is a quasi experimental research with non equivalent control group design. Sample were taken by purposive sampling technique so that selected 22 experimental group students and 22 control group students from VIIIth grade of junior high school in Bandung, The experimental group was given contextual mathematics learning, while the control group was given regular learning. Questionnaire of motivation were used as research instrument. The results show that enhancement of student’s learning motivation with contextual mathematics learning better than students who received regular learning.
TEI Lex-0 In Action: Improving the Encoding of the Dictionary of the Academia das Ciências de Lisboa

This paper describes some experiments made while encoding the first complete dictionary of the Academia das Ciencias de Lisboa (DACL) in the context of TEI Lex-0, a community-based interchange format for lexical data aimed at facilitating the interoperability and reusability of lexical resources. Even though the original encoding of the DACL was based on TEI, we decided to switch to TEI Lex-0 because it allowed us to streamline our encoding. Our experiments show that even though TEI Lex-0 is stricter than TEI itself (allowing fewer elements and imposing certain constraints that are not present in plain TEI), it is fully capable of representing the complexities of the entry structure of the DACL. In the paper, we discuss the TEI Lex-0 encoding of the DACL, as well as the conversion methodology and the tools used for the automatic conversion from the original encoding. We are currently focusing on the macrostructural level, more precisely on the types of lexical units and on the written and spoken forms of the lemma, providing a set of modelling principles and representation forms of every type of entry in the DACL. This paper is part of ongoing work and a contribution to the efforts of the DARIAH-ERIC Lexical Resources working group.
Strategi BPOM dalam upaya mengatasi Pemberantasan dan Penyalahgunaan obat Ilegal melalui Gerakan “Waspada Obat Ilegal”

The distribution of illegal drugs is a serious problem that not only occurs in Indonesia, but globally. In Indonesia, the Food and Drug Supervisory Agency (BPOM) noted the growth of illegal drug circulation in the last few years was quite high. The Drug Alert Movement is an effort implemented by BPOM in overcoming the eradication and abuse of illegal drugs, the strategy being implemented includes prevention, detection / supervision and response / action. This research is to find out the BPOM Strategy in an effort to overcome the Eradication and Abuse of Illegal Drugs through the Drug Alert Movement. In this study, researchers used a qualitative approach and case studies. As a research method that describes the vigilance of illegal drugs can be useful in overcoming the eradication and abuse of illegal drugs
Converting and Structuring a Digital Historical Dictionary of Italian: A Case Study

The paper describes ongoing work on the digitization of an authoritative historical Italian dictionary, namely Il Grande Dizionario della Lingua Italiana (GDLI), with a specific view to creating the prerequisites for advanced human-oriented querying. After discussing the general approach taken to extract and structure the GDLI contents, in the paper we report the encouraging results of a case study carried out against two volumes which have been selected for the different conversion issues raised. Dictionary content extraction and structuring is being carried out through an iterative process based on hand coded patterns: starting from the recognition of the entry headword, a series of truth conditions are tested which allow the building and progressive structuring, in successive steps, of the whole lexical entry. We also started to design the representation of extracted and structured entries in a standard format, encoded in TEI. An outline of an example entry is also provided and illustrated in order to show what the end result will look like.
Age Features of Students of Generation Z in the Formation of Engineering Competence

This work is devoted to the study of the features of generation Z of secondary school age and their influence on the formation of engineering competence. The specificity of generation Z students' engineering competence formation was studied separately. The paper substantiates the need for the introduction of classes on the formation of engineering competence from the 5th grade. The relevance of the chosen topic is due to the lack of case studies and, accordingly, scientific data on the influence of age and psychological characteristics of generation Z on the process of formation of engineering competence and its individual components. The analysis of thematic scientific literature has shown that in most cases the work is limited to the study of local aspects of the declared topic. Therefore, the main goal conducted as part of this work was to study the age peculiarities of pupils of generation Z in the formation of engineering competence (within the framework of extracurricular activities of pupils 5 – 9 classes). The methodological base of the research carried out in the framework of this work is represented by a set of General scientific methods (description, comparison, generalization and system analysis) and a private scientific method descriptive content analysis. Scientific novelty of obtained results is reduced to the design of a set of attributes of generation Z on the average school age and have a direct impact on the effectiveness of the development project and research skills of students and also in providing recommendations to build the educational process in the framework of extracurricular activities. The practical and theoretical significance of the obtained results lies in the possibility of using the obtained results as a basis for drawing up methodological programs of students, for writing fundamental compilative and original scientific works, as well as for creating a new classification of characteristics of representatives of the "new generation" in the educational process. The main conclusions obtained as a result of the study can be formulated as follows: work on the formation of engineering competence and each of its components separately must begin at the middle school age; for a deeper and better development of the components of engineering competence, you should refer to the resources of extracurricular activities; generation Z needs a special approach to the formation of engineering competence, in view of its inherent interests, needs and psychological and age characteristics.
Video Puzzle: A Visuospatial Based Tool To Evaluate Child-Multitouch Interaction Accuracy

: We are now living in an ecosystem surrounding by interactive surface technology with its highly complex contents and applications. Pre-school children in Malaysia also face the same challenge in dealing with their edutainment which mainly resides on the multi-touch screen.  This happened even more obvious when children playing game on multi-touch screen, gestures and objects are flashing fast from multiple angel within the screen, and children are moving their figure fast to ensure that that they can perform their task accurately.  In this study, video puzzle had been employed as a metrics of evaluation to verify the level of accuracy at acquiring onscreen interactive and unstructured video puzzle pieces by pre-school children. Video puzzle is used to simulate the highly interactive, complexity, redundancies and repetitive child-computer interaction in today environment.  The interactiveness, complexity, redundancy and repetitiveness in the interaction with video puzzle could be a significant challenge to pre-school children. Therefore, it’s an urgent call for us to understand the factors affecting the visuospatial skills and touch accuracy in child-computer interaction. The observation found that pre-school children tend to synthesis, evaluate and solve the unstructured video puzzle at their own efforts and this practice lay a foundation for children to become an effective problem solver in real world uncertain yet complex situation. In addition, this study also confirmed that the main reasons of missed numbers are due to the association of the pre-school children visuospatial motor’s abilities, size of the video puzzle piece and the complexity of the interaction. The touch accuracy on multi-touch surface for video puzzle is not really determined by age but size of the video puzzle and complexity does matter. The test indicated that less complexity with bigger size video puzzle leads to better touch accuracy on multi-touch screen. When the video puzzle testing moves into size 4 x 4, whereby the video puzzle piece size become smaller, the complexity and repetitiveness of interaction increased accordingly, pre-school children started to have difficulty to accurately tab on the piece of video puzzle.
Comparative study of basic and hybrid filters for the reduction of noise in Estampages

Noise reduction has an impact on preprocessing and quality enhancement of images. In this paper noise reduction techniques are applied on Estampages. Estampages are the exact replica of inscriptions and are the source of our ancient history. In preserving and processing for future, image processing techniques are applied. Noise reduction is mainly accomplished using filters, in our study various filters like Median, Gaussian, Wiener, Gabor, Box filtering, order statistics, morphological operations are applied and comparative study is made with respect to Structural similarity index. Suitable filters are combined with morphological operations to draw inference. Hybrid systems for noise reduction having Erosion combined with Wiener/Median followed by dilation processes are applied to test Estampage images. Visible and comparative studies using SSIM have evidenced good result for Erosion-Median-Dilation & Erosion-Wiener-Dilation combinations.
A Greedy Iterative Layered Framework for Training Feed Forward Neural Networks

In recent years neuroevolution has become a dynamic and rapidly growing research field. Interest in this discipline is motivated by the need to create ad-hoc networks, the topology and parameters of which are optimized, according to the particular problem at hand. Although neuroevolution-based techniques can contribute fundamentally to improving the performance of artificial neural networks (ANNs), they present a drawback, related to the massive amount of computational resources needed. This paper proposes a novel population-based framework, aimed at finding the optimal set of synaptic weights for ANNs. The proposed method partitions the weights of a given network and, using an optimization heuristic, trains one layer at each step while “freezing” the remaining weights. In the experimental study, particle swarm optimization (PSO) was used as the underlying optimizer within the framework and its performance was compared against the standard training (i.e., training that considers the whole set of weights) of the network with PSO and the backward propagation of the errors (backpropagation). Results show that the subsequent training of sub-spaces reduces training time, achieves better generalizability, and leads to the exhibition of smaller variance in the architectural aspects of the network.
LibGuides: Library Research Skills: Finding eBooks: Finding eBooks

This LibGuide has the same content as the Finding eBooks module your professor may have in Canvas.
Pengembangan Media Pembelajaran Berbasis Macromedia Flash 8 pada Mata Pelajaran Administrasi Pajak Kelas XI Kompetensi Dasar Surat Setoran Pajak Di SMK Muhammadiyah 2 Klaten Utara Tahun Ajaran 2019/2020

This study aims to develop Macromedia Flash-based learning media and determine the feasibility of these media in the subject of Tax Administration basic competency in Tax Deposit (SSP) class XI students of SMK Muhammadiyah 2 Klaten Utara. This type of research is research and development (R&D) with a quantitative approach.This type of research is research and development (R&D) with a quantitative approach. The learning media development model used in this study is the ADDIE development model, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis techniques using descriptive statistical data analysis techniques based on the feasibility test through a questionnaire from media experts, material experts, learning practitioners and students' responses. Based on the research results of Macromedia Flasht-based learning media development and the results of the feasibility of small group trials obtained an average score of 104 including the Very Eligible category, field trials obtained an average score of 99,85 including the Very Eligible category, media experts obtained a score of 92 including the Eligible category, material expert obtained a score of 76 including the category Eligible, Learning practitioners obtained a score of 84 including the Very Eligible category. Thus it can be concluded that the development of learning media based on Macromedia Flash to get to know the basis of class XI Tax Administration basic competency in Tax Deposit (SSP) companies SMK Muhammadiyah 2 Klaten which was developed is very feasible as a learning medium.
An approach for composite service selection based on the records of request/matching

As the emergence of more and more web services, it becomes more difficult to find the candidate atomic services and composing them to form a matched service process, where not only time is strictly limited, but also user demand must be satisfied. In order to solve this problem, this paper presents a service process selection method, which is driven by historical successful service request/matching solutions. Firstly, the system framework model is analysed and several concepts about service selection and composition are formalised. Then, the method model and algorithm are detailed. Finally, through a set of experiments, the effectiveness and robustness of our approach are evaluated.
Digital technology in Sloyd teacher education? A development project with Sloyd teacher educators

On July 1, 2018, the curriculum for primary school was revised when the government decided to clarify the school's assignment to strengthen the students' digital competence (Regeringskansliet, 2017 ...
LibGuides: Remote library resources. (NCSC): Too late!! I Googled.

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