Reviewerly/exHarmony huggingface dataset:
코딩교육 소프트웨어를 활용한 움직임 창작 교육프로그램의 의미 탐색

This paper developed and executed coding education software-related dance program with 12 sessions for dance educators, and explored their significances, drawing on literature reviews and qualitative research methodology. This study argued that the program led them to reflect university dance education, explore the intersection of dance and computer coding, and hope to become an encouraging educator. Bridging the gap between dance research and education, this study as a case study suggests practical ways to develop coding-related dance programs according to learners’ characteristics.
Measuring Sentences Similarity Based on Discourse Representation Structure

The problem of measuring similarity between sentences is crucial for many applications in Natural Language Processing (NLP). Most of the proposed approaches depend on similarity of words in sentences. This research considers semantic relations between words in calculating sentence similarity. This paper uses Discourse Representation Structure (DRS) of natural language sentences to measure similarity. DRS captures the structure and semantic information of sentences. Moreover, the estimation of similarity between sentences depends on semantic coverage of relations of the first sentence in the other sentence. Experiments show that exploiting structural information achieves better results than traditional word-to-word approaches. Moreover, the proposed method outperforms similar approaches on a standard benchmark dataset.
GSIS Financial Assistance Loan (GFAL) Availment of Teachers: A Grounded Theory

This research work aimed to generate a grounded theory describing and explaining the phenomenon of GSIS Financial Assistance Loan (GFAL) availmentamong teachers. Primary data were collected via online interviews, as social distancing is necessary due to Corona Virus 2019 (COVID19) pandemic, with GSIS members who have availed GFAL using theoretical sampling and theoretical saturation methods. Data analysis started with open coding, then axial coding, and end with selecting coding. Curse of Cassandra Theory (CCT) surfaced out as a fitting description of the lived experiences of teachers who availed GFAL program. The lived experience is considered a curse as teachers know well the ill-effects of borrowing money but this knowledge is not heeded even by the possessor of knowledge as loans continue to accumulate resulting to worsening financial problems.
Design Thinking als Vorgehensmodell für studentische Projekte

Projects in universities challenge the students in terms of organizing the project progress and coordinating team members. In order to cover the content of the courses in more depth and to prepare the students for their future employment the technical university of cologne (Campus Gummersbach) includes various team projects into its curriculum. Procedure models are helpful ways to structure the project tasks and ensure the communication between team members and stakeholders. The course Projectmanagement presents procedure models such as Waterfall Model, V-Model and Scrum that are mostly used in business context and software engineering. An agile procedure model that is not part of the curriculum is called Design Thinking. It is a suitable approach for student projects as it combines the requirement of an open mindset, a creative, experimental working method and an interdisciplinary toolbox. The objective of this thesis is to design a concept for a procedure model that is customized to students' needs. The growing practice of the design thinking method and other agile procedures within the business world, also increases theimportance for students to apply of such models in preperation for professional work. To define the requirements for the recommended procedure model, the first step is to elaborate on the processes and challenges that are currently used in student projects. Then the procedure models Waterfall Model, V-Model and Scrum are presented and evaluated taking into account the students' preferences. Next, Design Thinking is presented structured into three parts: mindset, process and toolbox. The most suitable projects to apply this method are identified in the subsequent analysis. Finally, the most appropriate aspects of the presented procedure models as well as the Design Thinking processes are detected, framed and combined into a new procedure model. The new model is illustrated using a graphical representation and a corresponding explanation. It is clustered into the three fundamental project phases: Planning, Execution and Closure. The Planning phase forms the foundation for a well functioning team and successful project progress. Execution is based on the Design Thinking approach and integrates an iteration-loop formed by the subphases Exploration, Idea Generation, Prototyping, Test and Implementation. The final phase Closure is an incentive for a more creative approach to create final presentations. This model can be developed further and be used for example as a didactic instrument and as a link between the diverse disciplines in interdisciplinary projects across different universities. In this way students learn to apply agile procedures and work in interdisciplinary teams.
EFL 및 KFL 환경에서 실시간 토론이 비판적 사고력에 미치는 영향

The purpose of this paper is to explore the effects of telecollaborative online discussion in fostering critical thinking skills in EFL and KFL college students. For the study, EFL students in Korea and KFL students in Australia participated in the online discussion. To collect data, students’ online discussion scripts, questionnaire, interview, and team reports were employed. The following two results were yielded. First, both EFL and KFL students did not place much value on the role of telecollaborative discussion in developing one’s critical thinking skills. Rather, both groups of students seemed to believe that online discussions can offer opportunities to expose learners into diverse perspectives which can be limited due to sociocultural differences. Second, a majority of EFL and KFL students reported that online discussion should have various platforms to encourage one’s participation. The following implications can be elicited. First, online discussion can be an important platform to exchange one’s cultural and historical background. Engaging in online discussion with various topics including critical issues, students can broaden their insight, recognize different perspectives, ultimately, develop critical view. (Hannam University · University of Queensland)
PROBABLE ESTIMATION OF FRACTIONAL EFFICIENCY OF AEROSOLS COLLECTION IN THE BOUNDARY LAYERS OF MULTIPURPOSE SURFACES IN POWER PLANT

The probabilistc assessment of fractonal collecton efciency of aerosol in the boundary layers of the multfunctonal mesh surfaces is proposed.
Research of Teaching Tools Based on Mobile

In the mobile Internet era, the traditional classroom teaching model no longer satisfies the teaching demands. This paper presents a teaching tool based on mobile Internet. Firstly, a TCP congestion control algorithm is selected to meet the demands of client in the classroom teaching. Secondly, synchronous broadcast of client and server video, and data transmission of client and server have been realized. Finally, the teaching tools is realized through experiments, and applied in the teaching of three medical information professional classes, which has achieved good teaching results
TAB-VCR: Tags and Attributes based Visual Commonsense Reasoning Baselines

Reasoning is an important ability that we learn from a very early age. Yet, reasoning is extremely hard for algorithms. Despite impressive recent progress that has been reported on tasks that necessitate reasoning, such as visual question answering and visual dialog, models often exploit biases in datasets. To develop models with better reasoning abilities, recently, the new visual commonsense reasoning (VCR) task has been introduced. Not only do models have to answer questions, but also do they have to provide a reason for the given answer. The proposed baseline achieved compelling results, leveraging a meticulously designed model composed of LSTM modules and attention nets. Here we show that a much simpler model obtained by ablating and pruning the existing intricate baseline can perform better with half the number of trainable parameters. By associating visual features with attribute information and better text to image grounding, we obtain further improvements for our simpler & effective baseline, TAB-VCR. We show that this approach results in a 5.3%, 4.4% and 6.5% absolute improvement over the previous state-of-the-art on question answering, answer justification and holistic VCR.
Statistical Management of Food Production Processes

The article presents scientific research in the field of statistical controllability of the food production process using the example of bakery products for a certain time interval using statistical methods of quality management. During quality control of finished products, defects in bakery products were identified, while the initial data were recorded in the developed form of a checklist for registering defects. It has been established that the most common defect is packaging leakage. For the subsequent statistical assessment of the stability of the production process and further analysis of the causes of the identified defect, a Shewhart control chart (p-card by an alternative feature) was used, which allows you to control the quality of manufactured products by the number of defects detected. Analyzing the control chart, it was concluded that studied process is conditionally stable, and the emerging defects are random. At the last stage of the research, the Ishikawa causal diagram was used, developed using the 6M mnemonic technique, in order to identify the most significant causes that affect the occurrence of the considered defect in bakery products. A more detailed study will allow the enterprise to produce food products that meet the established requirements.
CONVERGENCE HYPOTHESIS AND ECONOMIC GROWTH: EVIDENCE FROM ORGANIZATION OF ISLAMIC COOPERATION (OIC) COUNTRIES

This paper aims to investigate the convergence hypothesis and economic growth in a panal of  selected OIC countries over the period of time 1960-2018. Two measures have been used i.e beta and sigma convergence. Results of  calculations of beta and sigma convergence through regression analysis clearly reveals that beta convergence  is positive among  OIC countries. Findings confirm that overall income gap has widened in OIC nations in first three decades thus showing poor annual growth performance however income gap narrowed down in last subsequent decades exhibiting good growth performance. Lastly, pooled OLS regression analysis for Conditional Convergence under Solow Swan framework by using initial value method has been performed. Furthermore, in the context of policy implications, important policies are recommended to enhance GDP growth rate in these countries. Policymakers may adopt such strategies which enhance the life expectancy, enrollment rate i.e. variables related to human capital formation and physical capital so that GDP growth of the selected economies may be accelerated.
An exploratory study to assess the impact of video games on eating habits among adolescents studying in selected junior colleges of Pune city

Video games are electronic games that generate visual image on TV screen, computer monitor or on mobile phone in two or three dimensions. Research centre indicates that India 59% of girls and 84% of boys among adolescents plays video games. The American Journal of clinical nutrition reported that on an average, the boys downed 163 calories more per day when they play video games. Excessive use of video games affects their eating pattern and may bring physical and mental changes in adolescents. Quantitative research approach was used for the research study. The nonexperimental exploratory research design was used for giving information about the existing situation keeping in view the object of the study. The study consists of 100samples which are selected by non-probability purposive sampling. Demographic data of the sample was statistically analysed by using frequency and percentage it was observed that is out of 100% samples. majority46% of sample belongs to age group of 17years where 43% belongs to 16 years of age, 9% belongs to 18 years of age and 2% belong to 19 years of age. 63% was male participants whereas female participants were 37%. The majority59% of samples are studying in 11th standard and 41% of the samples are studying in 12th standard. In this study majority86% adolescents are staying in their own home; 11%adolescents are staying in rented house where as 2% of adolescents are staying in relative’s house and 1% of adolescents are staying in hostel. It has been found that majority 81% of adolescents play video games less than 2hours whereas 15% of adolescents play video game 2-3 hours and 4% of adolescents play video games 4-5hours. Majority 76% of adolescents are having their own smart phone or computers and 24% of adolescents don’t have their own smart phone or computer. Results shows that majority 46% of adolescents play action video games and 20% of adolescents play puzzle video games 14% of adolescents play sport video games, 9% of adolescents play racing video games, 3% of adolescents play video games of cards whereas 8% of adolescents play other video games. Findings related to impact of video games on eating habits The result shows majority 94% of adolescents having low impact of video games on eating habits whereas 5% of adolescents having no impact of video games on eating habits and 1% of adolescent’s having high impact of video games on eating habits.
Panel: Software Engineering for Everyone

This panel focuses on what topics and methods are needed to teach software engineering to the rest of the world, since software technology now touches everyone's lives. What does Joe Public need to know about software engineering, what are the best ways to expose them to those concepts and skills, and how do we plan to spread these basics beyond our boundaries, beyond our community of software engineering educators and trainers? The main results of this panel will be an identified list of the top concepts that need to be publicized, a set of approaches to making those concepts easy to learn for everyone, and a marketing or publicity plan to start that process.
Analisa dan Perbandingan Algoritma Otsu Thresholding dengan Algoritma Region Growing Pada Segmentasi Citra Digital

Segmentation is an important process in image processing which aims to split an image into several segments with certain criteria. Image segmentation is the separation of one object with other objects in an image or between objects with a background contained in an image. With this segmentation process, each object in the image can be taken individually so that it can be used as input. The purpose of image segmentation is to separate the object area from other regions based on similarity of image attributes so that it is easy to analyze in order to recognize objects for a purpose. This type of operation is closely related to pattern recognition. In general, the segmentation process is divided into three parts based on classification, by edge and by region. The segmentation process in digital images is done with edge detection to provide a target path along the edge (edge) of the image object. The algorithm used is the otsu thresholding algorithm and the region growing algorithm where the otsu thresholding algorithm can divide the gray image histogram into two different regions automatically. While the region growing algorithm is a procedure in which a set of pixels or subregions to a larger region is based on defined criteria.
Design and Development of Welding Expert System

Abstract With the gradual increase of welding laboratory business in recent years and the detection content is gradually widened, the development the informatization of welding related business scheduling, management, as well as experimental data analysis has become a crucial part of the whole welding work. This paper presents a welding expert system, which integrates the functions of experimental data collection, customer entrusting test project recommendation, test data detection, etc., so that users can conveniently and quickly realize customer entrusting information recommendation, welder qualification management and other related work, and test and evaluate the test data rapidly.
Live Teaching Platform for Human Resource Development and Management Based on Big Data Recommendation Technology

According to the existing teaching resources and management needs, this paper designs and implements a live multimedia teaching system with big data recommendation function. Based on fully analyzing the functional and nonfunctional requirements of the personalized education resource recommendation system, the most classic MVC mode and MVVM mode are used to combine the software architecture, and the Objective-C language is used for development. The key technologies of personalized recommendation system based on big data are analyzed, including big real-time big data processing technology, personalized recommendation engine, teaching management implementation and database design. Finally, through the operation test and performance analysis of the system, the usability, dexterity, stability and high real-time performance of the system operation are clarified, and the convenient multiple capacity expansion ability of the system in the future is also demonstrated.
Quantization of Blackjack: Quantum Basic Strategy and Advantage

Quantum computers that process information by harnessing the remarkable power of quantum mechanics are increasingly being put to practical use. In the future, their impact will be felt in numerous fields, including in online casino games. This is one of the reasons why quantum gambling theory has garnered considerable attention. Studies have shown that the quantum gambling theory often yields nontrivial consequences that classical theory cannot interpret. We devised a quantum circuit reproducing classical blackjack and found possible quantum entanglement between strategies. This circuit can be realized in the near future when quantum computers are commonplace. Furthermore, we showed that the player's expectation increases compared to the classical game using quantum basic strategy, which is a quantum version of the popular basic strategy of blackjack.
IS HIGHER EDUCATION A DRIVER OF THE HUMAN DEVELOPMENT INDEX AND GROSS DOMESTIC PRODUCT?

L.M. Marques1, H. Alves1, M.L. Machado-Taylor2 1NECE-UBI and University of Beira Interior (PORTUGAL) 2Centre for Higher Education Policy Studies (CIPES) (PORTUGAL)
RESULTS OF A DISSERTATION RESEARCH AIMED AT INCREASING COGNITIVE ABILITIES AND FORMATION OF SOCIAL SKILLS AND COMPETENCIES OF PUPILS ON THE SUBJECT 'AROUND THE WORLD'

Information about the paper titled "RESULTS OF A DISSERTATION RESEARCH AIMED AT INCREASING COGNITIVE ABILITIES AND FORMATION OF SOCIAL SKILLS AND COMPETENCIES OF PUPILS ON THE SUBJECT 'AROUND THE WORLD'" at IATED Digital Library
LibGuides: School Readiness Skills: Home

This guide identifies some of the important skills for children to master before entering Kindergarten along with a list of picture books to help with the learning of that skill.
Crime Prediction for Patrol Routes Generation Using Machine Learning.

Citizen security is one of the main objectives of any government worldwide. Security entities make multiple efforts to apply the latest technologies in order to prevent any type of criminal offence. The analysis of a database of the National Police of Ecuador has allowed us generating patrol routes to prevent and reduce the crime rate in the city of Quito, Ecuador. The K-means clustering has been used to determine the points of greatest crime concentration and then linear regression is applied for the prediction of crimes within subgroups of data. Those way-points will allow to generate and optimize police patrol routes. The results obtained in the prediction of crimes is greater than 80%.
Design and Implementation of a Health Management Information System for Residents in Community Hospital

The physique and health condition of the residents reflect the physical quality and health level of the country or nation, which plays a decisive role in a country’s economic development and social progress, and can comprehensively reflect the effect of its economic development, social progress, health policy and environmental management. In order to achieve the purpose of improving the physical health of community residents, this study describes the design and implementation of a physical health management information system for community hospital residents. The results are as follows: the system uses MVC technology, SSH architecture, the object-oriented programming language Java, as well as Java EE technical standards to ensure that the system development is efficient, inexpensive and the quality of the system itself. Conclusion: The use of health management information systems for the physique of residents in community hospitals can improve the service level of hospitals, establish an information sharing mechanism for hospitals, improve the timeliness and real-time nature of hospital management, reduce the cost of supervision, and improve work efficiency.
ICT SKILLS DEVELOPMENT AND THE INTEGRATION OF MOBILE APPLICATIONS IN THE TEACHING AND LEARNING OF CHEMISTRY

C.J. Pelegrín, Y. Flores, A.C. Mellinas, L. San Sebastián, I. Solaberrieta, M.C. Garrigós, A. Jiménez, M. RamosUniversity of Alicante (SPAIN)
INNOVATIVE STRATEGY OF INTELLECTUAL PROPERTY EDUCATION IN THE DIGITAL AGE

T. Trencheva1, M. Lazarova2, S. Denchev1, C. Basili3 1University of Library Studies and Information Technologies (BULGARIA) 2National Academy for Theatre and Film Arts (BULGARIA) 3Guglielmo Marconi University (ITALY)
USING VIRTUAL REALITY TECHNOLOGIES TO STUDY EDUCATIONAL MATERIAL IN A FOREIGN LANGUAGE

The virtual reality (VR) technologies are becoming more widespread in the field of education. However, there is a problem of evaluating the effectiveness of using VR in the educational process especially in comparison with traditional educational formats. In this study it was aimed to investigate the impact of presentation of educational information in foreign language in the VR-format on the learning effectiveness. 12 healthy subjects (7 women and 5 men) took part in the experiment. All participants were Russians. Each participant studied the educational material in three conditions presenting in pseudorandom order: text, 2D-video, VR. In all sessions material on the stars which told about the constellations and the history of their names was presented in English. Thus participants should study the material in foreign language. The text consisted of 623 words. The 2D video and VR learning condition lasted for 5 minutes and 26 seconds and during them participants could manipulate with objects and change their location. Before the start of the experiment it was provided the questionnaire to determine the basic level of knowledge and VR training gaming session. In the 2D-video condition stimulus was presented using iPad pro 9.7, in the VR condition material was introduced by Samsung Gear VR. The results were analyzed using the Student's t-test. It was obtained the significant increasing in correct answers in comparison to baseline after immersion in VR (t = 4,111 p<0,05) and in 2D-video condition (t=3,503, p<0,05). The number of correct answers did not significantly change after reading the text. Thus the results shown that the educational material presentation in multimedia forms was more effective. A likely explanation for this fact is the possibility of active content research by performing manipulation in VR and 2D-video condition.