Reviewerly/exHarmony huggingface dataset:
Geometry of Quantum Coherence for Two Qubit X States

The geometry of the structure of entanglement and discord for Bell-diagonal states is depicted by Lang and Caves (Phys. Rev. Lett. 105, 150501, 2010). In this paper, we investigate the geometry with respect to several distance-based quantifiers of coherence for Bell-diagonal states. We find that as both l1 norm and relative entropy of coherence vary continuously from zero to one, their related geometric surfaces move from the region of separable states to the region of entangled states, a fact illustrating intuitively that quantum states with nonzero coherence can be used for entanglement creation. We find the necessary and sufficient conditions that quantum discord of Bell-diagonal states equals to its relative entropy of coherence, and depict the surfaces related to the equality. We give surfaces of relative entropy of coherence for X states. We show the surfaces of dynamics of relative entropy of coherence for Bell-diagonal states under local nondissipative channels and find that all coherences under local nondissipative channels decrease.
Investigating the Multi-Ciphersuite and Backwards-Compatibility Security of the Upcoming TLS 1.3

Transport Layer Security (TLS) is one of the most widely used Internet protocols for secure communications. TLS 1.3, the next-generation protocol, is currently under development, with the latest candidate being draft-18. For flexibility and compatibility, TLS supports various ciphersuites and offers configurable selection of multiple protocol versions, which unfortunately opens the door to practical attacks. For example, although TLS 1.3 is now proven secure separately, coexisting with previous versions may be subject to backwards compatibility attacks. In this paper, we present a formal treatment of the multi-ciphersuite and backwards-compatibility security of TLS 1.3 (specifically, draft-18). We introduce a multi-stage security model, covering all known kinds of compositional interactions (w.r.t. ciphersuites and protocol versions) and reasonably strong security notions. Then we dissect the cross-ciphersuite attack regarding TLS 1.2 in our model, and show that the TLS 1.3 handshake protocol satisfies the multi-ciphersuite security, highlighting the strict necessity of including more information in the signature. Furthermore, we demonstrate how the backwards compatibility attack by Jager et al. can be identified owing to our model, and prove that the handshake protocol can achieve our desired strong security if certain countermeasures are adopted. Our treatment is also applicable to analyzing other protocols.
THE IMPLEMENTATION OF THE LITERACY MOVEMENT THROUGH THE SCHOOL PROGRAM "RaYa KaTa" and "PerSis SiPil”

&lt;p&gt;&lt;em&gt;This paper aims to set out the efforts of improving the literacy of students activities as implementation of GLS (movement of the Lietarsi school) in SDN Jenang 02 through the program "Kingdom of the word" literacy-based learning, and PIRLS. The dlaksanakan method in this program includes three stages namely conditioning, removing deprecated, and learning. Conditioning phase done by Kilah (Daily Literacy Activities), the development phase is done with a clip (Pekanan Literacy Activities), clubs (Monthly Literacy Activities), and the Coaster (Manasuka Literacy Activities). Meanwhile, the learning phase is done with the integration of literacy PIRLS in learning that one of his efforts is the development of learning materials Literacy based PIRLS. The results obtained from the program's Kingdom Said is the increased student visits to the school library, increasing circulation of loaning and restoration of books in the school library, cultivate students ' motivation to more optimally utilize and develop a reading corner in the classroom, make a collection of student work in the form of a book of pantun collection, poems, and short stories. While learning programs that integrate Literacy PIRLS generally improve students ' ability in understanding readings so that interest and motivation in literacy activities also increased.&lt;/em&gt;&lt;/p&gt;
Död på begäran – juridiska aspekter rörande dödshjälp

This thesis contains an examination of the individuals’ right to self-determination in relation to their own death. The approach has been a traditional judicial method, with additions of historical perspectives as well as principles of criminal law. The situation in the Netherlands has been examined, but Swedish law will be described more in detail concerning what is permitted and what is prohibited regarding euthanasia and assisted suicide in Sweden.Article 2 of the European Convention on Human Rights (ECHR) protects the right of life. It appears though, from the courts’ practice, that the article does not grant a right to die. Suicide is not illegal in Sweden nor in the Netherlands, but in Sweden, euthanasia is illegal and the victim’s consent has no significance when it comes to intentional killing. Assisted suicide, however, is permitted provided that the action is not to be regarded as euthanasia. The distinction between what is considered to be euthanasia and what is considered to be assisted suicide is subtle. It seems that it is the degree of independence of an action as well as how crucial an act is to the cause of death, that determines whether it should be regarded as euthanasia or as assisted suicide. In the Netherlands, euthanasia and physician-assisted suicide are permitted provided certain conditions are met. However, unlike in Sweden, it is illegal for laymen assist in anyone else suicide.In Sweden, health- and medical care shall not be given to a patient if he or she does not consent to it. Furthermore, if a patient demands that the doctor interrupts an ongoing treatment the, doctor must obey even if this will lead to the death of the patient. It is permitted for doctors under certain conditions to take measures that leads to a patient's life being shortened, but it is never allowed to take an active action with the sole purpose of causing a patient's death.Opinion polls in Sweden show a strong public support for legalizing euthanasia and physician-assisted suicide. The results of these investigations support the claim that the criminal law does not automatically shape the population’s morality and that it may be offensive to impose a penalty in situations such as these, even if the crime itself is of a serious nature.
Taller sobre formularios Google, utiliza todo su potencial

espanolTaller en el que se trabajara como utilizar los Form del entorno GSuite como recurso educativo. El uso en educacion de los formularios que vienen incluidos dentro de Google Suite para educacion puede ser muy diverso. En este taller se trabajaran varias actividades que podemos hacer con nuestro alumnado haciendo uso de los formularios de Google: ya sean actividades enfocadas hacia los alumnos, como actividades enfocadas a la gestion del profesorado. EnglishWorkshop that will work on how to use the Form at the GSuite environment as an educational means. The use of forms, included within the Google Suite for education, can be very diverse. This workshop will work with diverse activities that can be done with our students using Google Forms: whether they are activities approached to students or activities approached to the paperwork of the faculty
Matter and Metaphor: Media Philosophy in Russia

Theoretical work on media, which brings together certain lines of development from both the modern exact sciences and the human sciences, has elevated the pressing global question of the place of the human—the development of technology and ways of relating to it, the possible routes for artistic thought and practice—to a new level. Fueled by the powerful legacy of the avant-garde and supported by the contemporary development of engineering, Russian media philosophy continues today, on the one hand, in the forms and terms of direct interaction with technology and technological innovations, and on the other hand, in a distant, poetic-metaphorical contemplation of this technology. As the articles included in this issue demonstrate, environmental activity, collectivity, and a particular humanism could be identified as the implicit characteristics of this field of research.
Servicio de estimulación sensorial a través de aromas en espacios de estudio

There is a reduced development in alternatives that improve the dynamics and activities of the study spaces, specifically the university library. Beginning with the sensory approach in the learning processes, from the cognitive psychology, it is evident that there is an unexplored opportunity in the inclusion of olfactory elements within the study spaces. The goal of this project is to design olfactory experiences that positively stimulate the activities that take place in the university library as a study space, through concentration. This is based on the description of the dynamics and activities that occur in the university library, understanding the relationships of olfactory perception and its impact on concentration and, finally, analyzing the olfactory experience proposed from its results as a stimulus in the mentioned activities. The project consisted of 5 stages. The first is the compilation of secondary documental information that supports the development and argumentative thread, the second part is experimental, in which the design of mixtures of essential oils was made based on the documentary review to perform cognitive tests to users of the library and measure the variables related to their concentration. From the selection of the Libraries System of the University of the Andes as a demographic for the project, stage 3 was developed, in which qualitative information was collected from the users of the library to define the findings and determinants of the design. Stage 4 is the design of the proposal, in which the design scheme, service design, experience, communication and diffusion are established. Finally, stage 5 established the validations of the service from the design of the pilot test that was implemented in the Libraries System of the University of the Andes, remarking the interaction with the users, the analysis of the functionality of the experience components and the analysis of the perception of experience. In regard of the results obtained from the pilot test, in which prototypes of all the project components were tested, a high level of receptivity was found in the users of the Olfactory Stimulation Service: SEO, evidencing that it is a service with great potential within the university community, in addition to its possible replication in other educational and business environments. This project allowed us to make an approach to the exposed problem and opened possibilities to new approximations in the study spaces seen from its sensory component, which directly influences the academic activities that take place in them. Similarly, it is recommended that, for future research, a multi-sensory analysis of the space be carried out, in order to find new approaches and opportunities for intervention.
Använda metoder från Progressive Web Application för att lösa specifika problem i en webapplikation

Computers and similar units are taking a larger part in our lives and we expect ourwork tools to operate the same way the applications in our private units do. Qpick is awarehouse management softwa ...
Tutorial 2: Visual Knowledge Discovery and Machine Learning

The goal of this tutorial is presenting new visual knowledge discovery and machine learning methods that allow making knowledge discovery and predictive models more effective and rigorous. Specifically, we focus on learning tasks of classification and clustering of n-D data using lossless visual representation of n-D data as graphs.
Fenomenet sommartorkan 2018 i ögonblicksbilder : En kvantitativ innehållsstudie om sommartorkan 2018

The aim of this study was to examine pictures from the swedish morning newspaper Barometern regarding their publication about the summer drought 2018 on two of theirplatforms; the ordinary printed ...
FINDING ANOMALOUS TIME FRAMES IN REAL-WORLD LOG DATA

Anomaly detection is a huge field of research focused on the task of finding weird or outlying points in data. This task is useful in all fields that handle large amounts of data and is therefo ...
Dimensiones de la alfabetización digital a partir de cinco modelos de desarrollo

espanolLa alfabetizacion digital resulta una prioridad emergente y creciente en las politicas y evaluaciones educativas de gobiernos e instituciones desde los primeros anos del siglo XXI por ser una preferencia en la formacion de la ciudadania. La dificultad en su comprension y desarrollo subyace a su naturaleza cambiante, transversal y flexible; por este motivo, el objetivo de esta investigacion se centra en ofrecer un estudio exhaustivo del concepto, analizando los principales modelos de desarrollo que muestren una perspectiva completa que permita disenar un modelo holistico a partir de las diferentes iniciativas. Este estudio teorico descubre una vision de conjunto objetiva y rigurosa de los principales modelos de desarrollo de la alfabetizacion digital: DIGCOMP Project (Comision Europea), modelo de Krumsvik (Noruega), modelo JISC (Reino Unido), estandares ISTE (EE.UU.), competencias para el siglo XXI P21 (EE.UU.). Como conclusion se aporta una propuesta innovadora de las cuatro dimensiones que debe incluir la alfabetizacion digital en la actualidad, fruto del estudio de las cinco iniciativas estudiadas, y que puede resultar de gran interes a educadores, investigadores y politicos. EnglishDigital literacy has been an emerging and increasing priority in many governments’ educational and assessment policies since the first decade of the twenty-first century because it is a priority in citizenship training. The difficulty with understanding and developing it comes from its changing, transversal and flexible nature; for this reason, the fundamental objective of this research is to offer an exhaustive study of the concept by analysing the main models of digital literacy in the international context in order to offer a holistic model that incorporates the contributions from all of these initiatives. The theoretical study presented herein provides an objective, rigorous perspective on the main models of development of digital literacy: the DIGCOMP Project (European Commission), the Krumsvik model (Norway), the TPACK model (USA), the JISC model (UK), the ISTE Standards (USA) and the P21 model (USA). The conclusion offers an innovative proposal of four dimensions that should define digital literacy today, taking into account the five initiatives studied, which could be very worthwhile for researchers, educators and policymakers.
Detection of Inappropriate Use of Smartphones in Traffic Using Artificial Neural Networks

This article presents a method based on artificial neural networks and the Monte Carlo method in which, by using captured signals from conventional mobile phone accelerometers, it is capable of identifying user displacement patterns defined by its localization (inside the pocket, in the hand or on the console) and by the way the user is moving (by car or by foot). Such method enables the identification of risk situations which can culminate in accidents, such as driving or walking while using a smartphone. 3 scenarios are evaluated. Scenario 1 identifies one of 10 possible classes of transport with a 91.6% average hit rate. The second scenario classifies the way the user is moving and results show a 91.6% average hit rate. Scenario 3 uses a hierarchical classifier to identify one of 10 possible classes, achieving the average hit rate of 93.9%.
PERANCANGAN APLIKASI SISTEM UJIAN ONLINE BERBASIS ANDROID DI TINGKAT UNIVERSITAS

Given the importance of an exam within the university, it is expected that a media can be easily accessible and easy to use by students or lecturers in conducting exams. On the other hand the media must have efficiency that support the execution of the test, such as time efficiency, energy efficiency, resource efficiency and efficiency in the delivery of information. Application is software that is made with the aim to serve human needs in various fields of activity such as in economics, government, education and other areas related to human life. Android is a Linux-based operating system designed for mobile devices such as smart phones and tablet computers that are currently widely used by people around the world. Therefore, using the Android-based application media is expected to assist the parties involved in the execution of the exam in order to carry out the test easily and efficiently. Waterfall method is a method used in the design of this application. The programming language used in the design of this application is the Java programming language and PHP. For application database using MySQL. After testing with black box method can be concluded that this application has been running in accordance with what is expected. The results of this study are exam applications that can display the exam in the form of exam questions and answer options and can enter the participants' answers easily. This app also comes with an exam supervisor feature that is used to crack down on cheating in exams. Students can also directly see the results of the exam after the exam is done.
Segment Routing Point-to-Multipoint Policy

This document describes an architecture to construct a Point-to-Multipoint (P2MP) tree to deliver Multi-point services in a SegmentRouting domain. A SR P2MP tree is constructed by stitching a set ofReplication segments together. A SR Point-to-Multipoint (SR P2MP)Policy is used to define and instantiate a P2MP tree which is computedby a PCE.
Training in the System of Further Vocational Teacher Education

The article discusses some aspects of improving the system of continuing education of teachers. The importance of the methods of active learning and interactive technologies in the formation of communicative, psychological and pedagogical competencies of teachers is shown. Particular attention is paid to socio-psychological training. The training learning process is described. The article is addressed to teachers and teachers, students of pedagogical universities, methodologists, directors of educational organizations.
Konsentrasi Belajar Mahasiswa Ditinjau Dari Kedisiplinan Belajar Dan Penggunaan Smartphone Pada Mahasiswa Pendidikan Akuntansi Angkatan 2017 FKIP UMS

Dwi Setyastuti. A210150074. STUDENT LEARNING CONCENTRATION STUDYED FROM THE DISCIPLINE OF LEARNING AND USE OF SMARTPHONE IN ACCOUNTING EDUCATION EDUCATION STUDENTS FKIP UMS 2017. Essay. Faculty of Teacher Training and Education, University of Muhammadiyah Surakarta, August 2019.The aim of this study is : 1) the effect of learning discipline on the concentration of learning in 2017 accounting education students FKIP UMS. 2) the influence of smartphone usage on the concentration of learning for 2017 accounting education students FKIP UMS. 3) student learning concentration in terms of learning discipline and smartphone use in 2017 accounting education students FKIP UMS.This type of research is quantitative associative. The design of this study is survey design. The population in this study were students majoring in Accounting Education 2017 FKIP UMS, totaling 254 students. Samples were taken as many as 146 students with probability sampling. Data collection techniques using questionnaires and documentation. The instrument test was conducted on 20 students majoring in accounting education in 2017 FKIP UMS. Analysis prerequisite test uses normality and linearity test. The data analysis technique used is multiple linear regression analysis, F test, t test, R2 test, relative contribution and effective contribution.Based on the results of data analysis obtained by the multiple linear regression equation as follows:: Y = 4.426 + 0.548 + 0.457. The equation shows that learning concentration is influenced by the discipline of learning and smartphone use. Based on the analysis and discussion it can be concluded that: (1) Learning Discipline affects the Learning Concentration. This is proven by the regression analysis which obtained the thitung > ttabel, namely 9.922> 1.977 and a significant value ttabel that is 7.245> 1.977 and a significant value Ftabel, which is 286.760> 3.060 and the significance value <0.05, which is 0.005. The determination coefficient R2 is 0.800 or 80%, while the remaining 20% is influenced by other variables not examined.
Puppitor: Building an Acting Interface for Videogames

Author(s): Junius, Nick | Advisor(s): Wardrip-Fruin, Noah | Abstract: Videogames have historically relied on players picking what their characters say or do from a list or entering their desired action into a text parser and then having those intentions carried out in some form by the game characters. There is an understanding that a videogame player exists somewhere between an audience member and a stage actor---but rarely are players allowed to express themselves in a manner similar to an actor. This thesis argues that the acting and directing knowledge of theater is a potentially bountiful resource for designing player and NPC interactions and proposes the reversal of the player picking an action and the characters acting out the response: have the player gesture and move as their character and interpret those actions to alter the lines of dialogue characters are speaking (or in this case, displaying on screen). To illustrate this, this thesis presents a literature review of theatrical methodology, its existing relationship to games, and a survey of projects in the interactive narrative and character interaction spaces. The chosen theater practices provide a useful basis for a new type of interaction between players and non-player characters. Additionally, particularly when looking at acting practices, their major concerns with the relationship between character and actor provide useful language to describe and further explore the relationship between the player and their avatar. As part of this exploration, we created Puppitor, a rules-based input detection system that translates mouse and keyboard inputs into emotional affect values for use in changing the tone and direction of dialogue heavy scenes. We discuss the design principles behind Puppitor's architecture, how its inspiration from theater and fighting games influenced the implementation of each system module, authoring of rulesets and animations, and propose a direction for further work in the realm of interactive drama and storytelling more broadly.