Reviewerly/exHarmony huggingface dataset:
Cognitive stimulation in the elderly using low-cost games

With the COVID-19 pandemic, we were confined to the home environment as a measure to prevent the spread of the SARS-CoV-2 virus. In this context, the elderly, being from the risk group, went up to their homes and were often forced to abandon their daily activities, which are great allies in maintaining their autonomy and independence. However, social and physical isolation, especially among the elderly, is a serious public health concern and can lead to increased risk of cardiovascular, neurocognitive and mental health problems. In this context, the present study aims to promote the use of teleworkshops with the elderly, during the isolation imposed by the COVID-19 pandemic, in order to investigate theimpacts generated by this tool in the routine of the elderly. A field study with a qualitative approach will be developed with 20 elderly people, both genders, who are fulfilling social isolation. Initially, online training will be conducted through videos recorded by researchers on how to participate in teleworkshops. These, in turn, will take place twice a week, for one months, always with the guidance of a researcher. Before the teleworkshops, there will be pre-test questionnaires and, after the post-test questionnaires, together with a geriatric depression scale containing 15 questions to assess the participants' cognitive development. Pre-test and post-test questionnaires will be prepared on the GoogleForms platform, with questions related to sociodemographic characteristics and teleworkshops, and will be made available online via WhatsApp. The data will be through SPSS software. Cognitive stimulation activities with characteristics of games and playfulness are objectives that have been used with the intention of seeking to maintain the elderly's abilities, in their cognitive health and socialization as factors that guarantee their quality of life. Thus, the present study aims to contribute to the promotion of the maintenance of mental and cognitive health of the elderly, which was granted due to a COVID-19 pandemic in the city of Campos dos Goytacazes / RJ.
Internet Fraud and Phishing Attacks - a European Perspective

The IT developments and the expansion of e-commerce in recent years have generated a number of advantages for consumers, companies, but at the same time and with the same rapidity have developed online fraud which represents a real problem not only for the European countries, but also for the rest of the world.As a result of the restrictions imposed on the Covid-19 Pandemic and the relocation of the activity, mainly in the online environment, most payments were made through e-banking platforms and many employees worked from home, which contributed to the increase in the number of cyberattacks, online fraud, especially phishing messages.The objective of the paper is to present the cybersecurity environment along side its main threatphishing, using the qualitative research method.And, using the quantitative research method, we can provide an overview of the correlation between individuals who are able to identify phishing messages, by possessing different degrees of internet literacy skills and those who possess lower internet literacy skills, thus unable to recognize phishing messages.Although there are methods that can reduce these threats, such as computer literacy and user education, criminals are able to constantly adapt and evolve bypassing them, in some cases succeeding in carrying out their illegal activities.
Requiem to an Oft Misused Reading Program

For the gifted, reading provides a pathway beyond monotony and drudgery of a slow-paced curriculum emphasizing minimum levels of performance. Twice-exceptional children share this joy, even if it takes them longer to process the symbols/sounds. But schools work on a production line approach. Children are moved along, grade-by-grade, to some finishing point when they are then turned loose on the world. Any discrepancy or deviation from the production schedule means stress and conflict on the system. Accelerated Reader does provide stressed and overworked teachers with an easily implemented and structured system to promote reading for grade-level readers. It is not a comprehensive reading program. It is a supplement only—as noted by the company. And, it lacks research support showing any evidence that it is beneficial for gifted and/or 2e learners. Children deserve teachers undivided attention to appropriately support their individual needs, especially when it comes to reading.
How We Cut Prediction Error in Half By Using A Different Training Method

Neuroidentification – the effort to train neural nets to predict or simulate dynamical systems over time – is a key research priority, because it is crucial to efforts to design brain-like intelligent systems [1, 2, 3]. Unfortunately, most people treat this task as a simple use of supervised learning [4]: they build networks which take all of their input from a fixed set of observed variables from a fixed window of time before the prediction target. They adapt the weights in the net so as to make the outputs of the net match the prediction target for those fixed inputs, exactly as they would do in any static mapping problem. With McAvoy and Su, I have compared the long-term prediction errors which result from this procedure versus the errors which result from using a radically different training procedure – the pure robust method – to train exactly the same simple feedforward network, with the same inputs and targets. The reduction in average prediction error was 60%, across 11 predicted variables taken from 4 real-world chemical processes. More importantly, error was reduced for all variables, and reduced by a factor of 3 or more for 4 out of the 11 variables [5, p.319]. Followup work by Su[6, p.92] studied 5 more chemical processes (mostly proprietary to major manufacturers), and found that the conventional procedure simply “failed” (relative to the pure robust procedure) in 3 out of 5. This paper describes how we did it; it also tries to correct common misconceptions about recurrent networks, and summarize future research needs.
Pembangunan Sistem Informasi Manajemen Laboratorium Terpadu Universitas ABC

The need for information technology at this time has become an obligation for every company or organization. One that applies the development of information technology is ABC University. ABC University is a university that was founded in 2012 and along with the development of educational infrastructure every year, in 2020 ABC University has just completed the construction of an integrated laboratory building that functions as a place for research, learning, and academic and non-academic activities. This Integrated Laboratory will be used by 17 study programs at ABC University, more than 3000 students as well as lecturers and the academic community. With the limited number of rooms and laboratory assets for a large number of laboratory users, a system that functions to facilitate the use of laboratories is needed, starting from scheduling laboratory use, borrowing laboratory space, and borrowing laboratory equipment, Therefore, an information system needs to be developed in order to meet the needs of the ABC University Integrated Laboratory, namely the ABC University Integrated Laboratory Management Information System (MIS). The method used in developing this Integrated Laboratory SIM is the Scrum method which includes sprint planning, daily scrum, sprint review, and sprint retrospective. Based on 5 iterations during the development process of the Integrated Laboratory MIS, the total backlog items obtained were 65 backlog items. The ABC University Integrated Laboratory MIS has also been hosted on ABC University's servers and can be accessed via the https://labterpadu.itk.ac.id link.
DEGREES OF LATENCY OF ECOLOGICAL DISCOURSE AGENT (A CASE STUDY OF BRITISH ONLINE NEWSPAPERS)

This article proposes a study of degrees of latency of the agent, which is a semantic role performed by a participant of the communicative situation described in a sentence; this role correlates with the instigator of the action. The agent can be expressed explicitly, so that everybody understands who the action is performed by, or in a hidden, latent way. Drawing on Goatly’s (2018) research which demonstrates that degrees of agent’s latency can vary, we modify his scale of latency by taking into consideration non-verbal (visual) means. A great societal concern for environmental issues around the globe nowadays, together with the ecolinguistic vector of this research account for its timeliness. The purpose of this research is to identify the degrees of latency of the agent of environmental discourse. Syntactic constructions, lexical units, and visual images that render the agent were chosen as the object-matter of analysis, while the degrees of latency – as its subject-matter. The methods comprise general scientific methods, such as induction and deduction, synthesis and analysis, observation and contrast, as well as linguistic methods proper: critical discourse analysis, semantic analysis, and multimodal analysis. The sample is selected from online versions of most widely read British newspapers, both broadsheets and tabloids, The Guardian and Metro respectively. A modified scale of degrees of agent’s latency is suggested, where six categories of linguistic means are differentiated according to the degree of their latency. Explicit predication is characterized by a zero degree of latency; its measure increases in grammatical constructions, tropes, nominalizations, ellipsis, and indefinite agent respectively. The prospects of this research lie in comparison and quantitative counts of the agent’s latency in different types of British media.
Hacked Transmissions: Technology and Connective Activism in Italy, Alessandra Renzi (2020)

Review of: Hacked Transmissions: Technology and Connective Activism in Italy , Alessandra Renzi (2020) Minneapolis: University of Minnesota Press, 256 pp., ISBN 978-1-51790-326-8, p/bk, $27.00
Estrategias de enseñanza y aprendizaje en el bachillerato mixto del CECAD UABJO

Every educational process involves making decisions and a set of relations between diverse actors whose priority is to carry out educational activities that will allow the acquisition of knowledge. To reach this goal, educational projects and study fashions that develop a student’s formation hold a special place. Likewise, to talk about teaching and learning at a high school level is to notice the characteristics of each educational type, as well as the diversity of options and strategies to guide teaching and learning. This paper enunciates the distinctive traits of the mixed high school at the Center for Continuous Open and Long-Distance Education at the Benito Juarez Autonomous University of Oaxaca (CECAD-UABJO), in order to point out how learning is carried out in this mixed mode, as well as the strategies designed to be implemented at a high school program.
DEEP NEURAL NETWORK ON SOFTWARE DEFECT PREDICTION

Software defect prediction is often performed in research to determine the performance, accuracy, precision, and performance of the prediction model or method used in research, using various software metric datasets such as NASA MDP. In this research, we used Deep Neural Network to classify the software metrics dataset modules into Defective and Non-Defective. The data validation technique used to validate the model is Stratified 10-Fold Cross Validation. Performance of the Deep Neural Network model is reported using Area Under the Curve (AUC) for evaluation measurement. AUC of Deep Neural Network is obtained as 0.815 on MC1 dataset and 0.889 on PC1 dataset. Both AUC values obtained in the MC1 and PC1 datasets are included in Good Classification category.
Design and Application of Digital Resource Information Management System for Panda Relics and Museology

With the rapid development of information technology, digital ideas have been widely used in social life.This paper intends to take "Panda Relics and Museology" as the main research object, explore the innovation of zoo archaeological technology model under the intersection of zooarchaeology, art and digital technology, and promote the integration of Panda Relics and Museology research and application development through the design and application of digital resource information management system of Panda Relics and Museology.
PENGARUH PENGGUNAAN MEDIA KOMIK SEJARAH TERHADAP HASIL BELAJAR SEJARAH MATERI MASA PRA AKSARA PADA KELAS X IPS

problems in this study are 1) low learning outcomes of history class X IPS students at SMA Negeri 1 Tulang Bawang Udik. 2) use of Historical Comics media has not been used in learning. purpose of this study was to determine: The influence of the use of historical comics media on the learning outcomes of the history of literacy material in the odd semester students of class X Social Sciences SMA Negeri 1 Tulang Bawang Udik in the 2021/2022 academic year. The method used in this study is the experimental method, the data analysis uses statistical formulas, the population in this study is all students of class X Social Sciences SMA Negeri 1 Tulang Bawang Udik in the 2021/2022 academic . whole population was taken as a sample, namely class X IPS-1 which amounted to 32 students as the experimental class and X IPS-2 which amounted to 27 students as the control class by using cluster random sampling technique. To measure the learning variables, the writer uses a test in the form of a multiple choice test as many as 40 items which are tested for validity and reliability. Data analysis uses simple statistical analysis with the t-test formula. Based on the results of the two-average similarity hypothesis test, using t_hit, the value t_hit = 20.83 with the test criteria used is accept HO_1 if -t〗_((1 1/2 α)) t_daf so that HO_1 is rejected with Ha_1 accepted. Thus There is an effect of using historical comics media on the learning outcomes of the history of the Pre-aksara material for students of class X Social Sciences in the odd semester of SMA Negeri 1 Tulang Bawang Udik in the 2021/2022 academic year.
Designing an on-board human-machine-interface using ambient light cues formotion sickness mitigation in highly automated vehicles- a human-centered design approach

This thesis investigated an internal Human-Machine Interface (iHMI) for motion sickness mitigation in highly automated vehicles. Past research has demonstrated that highly automated vehicles have a high potency to evoke motion sickness (MS), a common syndrome prevalent in different forms of transportation. A MS mitigation strategy was developed based on current theories on its pathology, research on the modulating factor anticipation and different previously explored mitigation strategies. An iHMI following user-centered design principles was introduced utilizing anticipatory ambient light cues. In an online study, participants (N = 43) evaluated different communication designs of the iHMI on user experience. Different communication strategies were evaluated regarding visibility and information quality during varying states of visual attention. Significant effects were found, illustrating an increase in visibility and information quality during conditions with an active communication strategycompared to Baseline. These effects were present even while the participants were distracted with a visual task. The iHMI was effective in providing the participants with anticipatory information.
PENGUATAN LITERASI MEDIA SISWA DALAM PEMBELAJARAN EKONOMI

The media literacy movement into the world of educationis important because our students are from the Z generation in the technology and infromation age. The  aims of this study is to analyze strengthening student media literacy in economic learning. The data collection methode in this study was explored through literature review. The result show that the strengthening students’ media literacy in learning education  can be done by integrating learning media or assigning students with media news sources that must be sought independently by children.
Hubungan Pelaksanaan Tata Tertib Sekolah dengan Prestasi Belajar IPS Siswa Kelas V SD Gugus V

The problem in this study is the lack of students' understanding of practice of discipline which makes students less disciplined and polite. This research is a quantitative study with a correlation design that aims to determine the relationship between the implementation of school rules and social studies learning achievement for Vth students of SD Gugus V. The data analysis technique with descriptive analysis obtained the implementation of school rules has an average of 85,65 and a percentage of 88,30% and the average social studies learning achievement of students has an average of 82,99 and a percentage of 87,35% with a very good category. Then based on the results of inferential statistical analysis, the tcount value (4,9654) is greater (>) the ttable value (1,67109) at the 5% significance level. Based on the analysis of the data above, it can be said that the implementation of the rules and learning achievement in the school was carried out well and there was a relationship between the two variables. From these conclusions, the impacts resulting from this study with the relationship between the implementation of school rules and learning achievement, it is known that the implementation of good school rules will improve student achievement.
Continuous and Discrete Spectra

This chapter explores the spectra of audio signals first from a continuous time and continuous frequency perspective. It starts by reviewing Fourier's theorem and then moves on to put it into its most general form, the Fourier transform. The spectra of simple signals are explored and determined. The operation of convolution is introduced, and through its discrete form, it is applied to the concepts of spectrum and waveform as mediated by the Fourier transform. The chapter is completed with a study of the discrete spectra of classic synthesis waveforms. A revised notion of spectrum is presented at the conclusion.
Game Engines and Implementing Music in Unity

A game engine streamlines the process of game programming by including an array of built-in features that allow programmers to skip the incredibly difficult step of developing physics from scratch. By using game engines like <italic>Unity</italic> or <italic>Unreal</italic>, programmers can use the objects provided by those engines, and with knowledge of how they behave, begin creating a game almost right away. <italic>Unity</italic> is one of the leading game engines today and is particularly well-loved within the indie game economy because it is free and allows developers to easily integrate their games across multiple platforms. This chapter dives into many different audio features of <italic>Unity</italic> and how one can use them creatively, including a discussion of all of the audio components available in <italic>Unity</italic>, as well as the mixing functionality. This builds a foundation for the following chapter, which provides a practical lesson on using programming to design the audio landscape of a game in <italic>Unity</italic> beyond the limitations of the engine’s built-in functionality.
Viarama: Virtual Reality for Good

Viarama is a social enterprise that uses virtual reality to benefit schoolchildren and senior citizens in schools, nursing homes, hospices, hospitals, and respite centres, mainly in the UK. This paper explores the issues faced by this work and the often deeply moving nature of utilisation of VR in these environments.
Implementasi Openshift Cluster Menggunakan KVM

Now, technological developments are increasing rapidly, one of which is in cloud computing stored on servers. The more users accessing the service, the heavier the server load will be. Therefore, cluster technology is needed. With cluster technology, every incoming request will be divided equally or equally to each server. However, to run a cluster, a cluster orchestration software is needed. In this study, we compare two orchestrations, namely Openshift and Kubernetes. The virtualization technology used is Kernel-Based Virtual Machine (KVM). In this study, we compare latency, CPU usage, and memory usage when accessing the web between Openshift cluster and Kubernetes cluster technologies. The highest latency test results were 18201 ms by Kubernetes cluster and the lowest latency was 1374 ms by Openshift cluster technology. The latency of the Openshift cluster is lower because the nodes are divided into compute, infra, and controller. Good latency is low latency because it can open web pages faster. In standby, the lowest CPU usage and the lowest memory usage are Openshift clusters, namely 0.13% and 60%, this is because in Openshift cluster technology each node is divided into computing, infrared , and controller. In a busy state, the highest CPU usage and the highest memory are Kubernetes clusters, namely 75.14% and 98%, this is because in Kubernetes there is no node sharing.
White space, blank class

Using filmmaking and media practice techniques in education can be a powerful tool for approaching young students, make them more excited about school, help them have fun through learning and express themselves through art, work with their classmates as a team and enrich them with skills that can be very useful for them both now and in the future. This idea gave birth to ‘White Space, Blank class’ project. Why ‘White Space’? Audio Visual Arts department is placed in the buildings of the former mental asylum of Corfu. This fact provides us with the ‘ideal space’ from which the pedagogical sufficiency program students can draw inspiration and create. Especially nowadays with the COVID-19 pandemic, the great lockdown imposes empty classrooms (blank class), no teachers, no students, and ‘white noise’ is the only one being ubiquitous. The main methodology that we are going to use is ethnomediaology, born by StoryLab. Ethnomediaology is an interdisciplinary approach inspired by practices in Ethnomusicology and Autoethnography. StoryLab core value is the democratization of media and that includes the use of open and free software available to everyone and shooting with mobile and compact cameras. This paper will present the full teaching plan. The idea is to provide the teachers with full schedule, tools and our experience in order to approach education and teaching especially in the troubled years of COVID-19 pandemic.
Modelling, Conception and Simulation of a Digital Watermarking System based on Hyperbolic Geometry

The digital revolution has increased the production and exchange of high-value documents between institutions, businesses and the general public. In order to secure these exchanges, it is essential to guarantee the authenticity, integrity and ownership of these documents. Digital watermarking is a possible solution to this challenge as it has already been used for copyright protection, source tracking and video authentication. It also provides integrity protection, which is useful for many types of documents (official documents, medical images). In this paper, we propose a new watermarking solution applicable to images and based on the hyperbolic geometry. Our new solution is based on existing work in the field of digital watermarking