Reviewerly/exHarmony huggingface dataset:
Reading Strategy’s Failure to Deliver toward Reading Comprehension

&lt;p class="Abstrak"&gt;&lt;strong&gt;Abstract:&lt;/strong&gt; The aim of study is investigating the relationship between Support Reading Strategy and reading comprehension. Consequently, the research method to deploy was simple linear regression. Meanwhile, because the population target of the study was all public senior high school students in the municipal area of Malang, East Java, Indonesia, the sample consisted of 301 students from three different schools. Inferring from parametric statistical analysis involving data obtained by conducting Survey of Reading Strategy (SORS) and reading test, the finding indicates that Support Reading Strategy fails to be in good favor toward students’ reading comprehension.&lt;/p&gt;&lt;strong&gt;Abstrak:&lt;/strong&gt; Penelitian ini bermaksud mengungkap hubungan antara &lt;em&gt;Support Reading Strategy&lt;/em&gt; dan kemampuan memahami bacaan. Untuk itu, peneliti menggunakan metode penelitian regresi linear sederhana. Sementara itu, karena target populasi adalah seluruh siswa SMA negeri di Kota Malang, Jawa Timur, Indonesia, sampel penelitian berjumlah 301 siswa dari tiga sekolah yang berbeda. Berangkat dari analisis statistik parametrik yang mengolah data dari &lt;em&gt;Survey of Reading Strategy&lt;/em&gt; (SORS) dan uji kemampuan membaca, temuan penelitian menunjukkan bahwa&lt;em&gt; Support Reading Strategy&lt;/em&gt; tidak mampu membuktikan korelasi positif yang signifikan terhadap kemampuan siswa dalam memahami bacaan.
Real-time 3D point cloud registration

Three-dimensional (3D) registration or matching is a crucial step in 3D model reconstruction. In this work, we develop a real-time 3D point cloud registration technology. Firstly, in order to achieve real-time 3D data acquisition, the stereo phase unwrapping method is utilized to eliminate the ambiguity of the wrapped phase, assisted with the depth constraint strategy without projecting any additional patterns or embedding any auxiliary signals. Then we implement SLAM-based coarse registration and ICP-based fine registration to match the point cloud data after the rapid identification of two-dimensional (2D) feature points. In order to improve the efficiency of 3D registration, the relative motion of the measured object at each coarse registration is quantified, through which only one fine registration is performed after several coarse registrations. The experiment shows that, the complex model can be registered in real time to reconstruct its whole 3D model with our method.
Extreme сompetency officer: content-structural characteristics and formation model

This article is devoted to the consideration of the problem of the formation of extreme competency among future officers of the National Guard troops of the Russian Federation. Topicality of the problem is determined by the specifics of the military professional field of officers, which is characterised by a high probability of extreme situations, requiring the military specialist to have adequate competency to maintain mental stability and ensure effective professional actions. The scientific works of Russian researchers devoted to the problem of extremality are analysed , meaningful definition of the concept of "extreme competency" is given, on the basis of which its essence and composition of structural components are determined. Stress is laid on the capabilities of the military education system in the formation of extreme competency infuture officers by creating a system of pedagogic conditions and organising work within a specially developed model.
ACCF: Learning Attentional Conformity for Collaborative Filtering

In recent years, Collaborative Filtering (CF) methods have yielded immense success on recommender systems. They mainly use the similarity between users and items, or the interactions between users and items to predict the unknown ratings. However, the social conformity phenomenon received little notice, which means: 1) individuals in a social network can have multiple characteristics and hence tend to belong to multiple overlapping groups or communities and 2) when confronted with conformity pressure, people often adjust their responses to conform to others' opinions to obtain social approval and belonging in the community. In this paper, we propose a new collaborative filtering-based recommendation framework, called ACCF, which explicitly exploits social conformity of users. We incorporate such social conformity phenomenon into the latent factor model, using a weighted average of community preference profiles as the adjusting factor, and learn the weight of each community's influence through an attention network. Compared with the seven state-of-the-art methods on three real-world datasets, our method achieves the best performance.
Construction of Practical Teaching System for Technical Skilled Talents Based on Professional Ability Training

In view of the problems such as the single teaching form, one-size-fits-all practice process, lack of enterprise participation, etc, the construction of practical teaching system of cultivating technical skilled talents in Qingdao Huanghai University must take the market demand as guidance, take the output of high quality talents as evaluation index, build practical teaching platforms, control the practical teaching links, innovate the practical teaching methods, improve the practice teaching management mechanism, and construct "double-qualified" teaching faculty and other efficient measures to cultivate high quality technical skilled talents for enterprises and society.
A Method of Firing Nearly Invisible 2D Code with Public and Secret Information on Ceramic Products

In this paper, we introduce a method for firing nearly invisible, two-dimensional (2D) code on ceramic product surfaces and a 2D code-reader system, equipped with a smartphone and an ultraviolet (UV) light, to extract encoded character information (public and encrypted secret information). We created the nearly invisible 2D code to add character information to ceramic surfaces without impairing the ceramics’ colors and patterns as much as possible. When irradiated by UV light, the code is visible to the naked eye, emitting a pale-blue light. The 2D code-reader system uses a smartphone camera and a 2D code-recognition algorithm to extract character information from the 2D code reflected on the smartphone’s display. However, only smartphones that have access to digital keys can decrypt the encrypted secret information. We successfully fired this 2D code on ceramic surfaces.
Comparative and Trend Analysis of Financial Management Practices in Southeast Asia Higher Education Institutions (HEIs)

This paper discusses the modernisation effort in financial management (FM) practices and income diversification strategies of higher education institutions (HEIs) in Southeast Asia. This effort and strategies attempt to enhance human, organisational and technical capacities of HEIs in Southeast Asia through systematisation and promotion of good practices. Furthermore, the modernisation effort of FM is also to promote regional integration through the creation of a network amongst financial managers pursuing modernisation in FM systems and practices. The data related to economic and social indicators, are provided by six HEIs in Southeast Asian countries (Indonesia, Thailand and Malaysia). The gathered data were scrutinised to initiate both macro and micro analyses. The six participated HEIs, filled-up a macro and micro observation template. The macro data was sourced from the World Bank database and Ministry of Higher Education. Meanwhile for the micro data, information on the financial management of a university was sourced by each participated HEI. The collected information, covering the period from 2013-2015 includes several socio-economic indicators such as GDP per capita, population and unemployment rate of a country and the HEI’s specific information on financial management approach. The data matrix is analysed and presented in graphs to illustrate the average behaviour of the collected data for all the countries and HEI. The results were compiled according to social and economic indicators as well as the HEI’s approach in sourcing for its institution to constitute a diagnosis of financing mechanisms of the HEI.
3D Objects based Security in Virtual and Augmented Reality Systems

This paper presents a new method for public and blind watermarking of 3D objects and hiding information of various types in virtual reality and augmented reality environments. In particular, the virtual scene is transformed to a tree-based model using constructive solid geometry (CSG). The tree of the virtual 3D objects is composed of nodes and leafs. Each tree node contains a set operator (union, intersection or difference) whereas the tree leafs consist of geometric primitives such as spheres, cylinders and cubes. The proposed method allows embedding invisible watermarks that can hide different security information types. The proposed method ensures unlimited capacity and absolute invisibility of the hidden information with robustness to affine transformations. Thanks to these unique properties, it is possible to implement all the security infrastructures needed for a virtual and augmented reality system. Finally, the performances of the proposed method are shown using 3D models of different types and scenes.
Permainan Ular Tangga Berbasis Cerita Rakyat Ende-Lio untuk Meningkatkan Kosakata Bahasa Inggris

the purpose of this research is to improve English Vocabulary through Ende Lio folklore based snake ladder games. This research is a classroom action research through the stages of planning, action, observation and reflection. After applying the snake lader games based on folklore Ende Lio in two cycles, it was found that there was an increase in English vocabulary at PGSD students at Flores University
On the Enhancement of Classification Algorithms Using Biased Samples

Classification algorithms' performance could be enhanced by selecting many representative points to be included in the training sample. In this paper, a new border and rare biased sampling (BRBS) scheme is proposed by assigning each point in the dataset an importance factor. The importance factor of border points and rare points (i.e. points belong to rare classes) is higher than other points. Then the points are selected to be in the training sample depending on these factors. Including these points in the training sample enhances classifiers experience. The results of experiments on 10 UCI machine learning repository datasets prove that the BRBS algorithm outperforms many sampling algorithms and enhanced the performance of several classification algorithms by about 8%. BRBS is proposed to be easy to configure, covering all points space, and generate a unique samples every time it is executed.
FORMATION OF ASSERTIVENESS AS A MEANS OF EQUALIZATION OF COMMUNICATIVE INTERACTION IN POLYETHNIC SPACE OF UKRAINE

The monograph is devoted to the consideration of theoretical and applied aspects of the modern pedagogy and psychology.In particular, the essential properties of current training of future specialists, factors of its effectiveness, its key elements, principles, functions, means and techniques of project training and features of using the project method from the positions of the competence approach are analysed.The signs of the traditionally leading institution of socialization have been defined: conservatism, unification, limitations of influence in time, and the existence of a corps of professional socializers. The importance of a detailed study of the problem of marginalization, the conditions and resources for the demarginalization of the pedagogical community and its individual segments have been emphasized.In addition, the main trends and directions in the study of ethnogenesis, ethnic consciousness and ethnic culture of the Crimean Tatars are being considered.
Rancang Bangun Sistem Monitoring dan Pembatasan Zona Operasional Kendaraan Bermotor Roda Dua berbasis Website dan Arduino

Two-wheeled motorized vehicles provide a separate role in shortening travel time and can also save travel costs compared to using public transportation (city transportation). With the availability of motorized vehicle facilities for students, parents do not have to bother with their child's business going to school, so children can go to their own school. However, the presence of motorized vehicles brought by students to school resulted in a decrease in parental supervision of their children. Therefore, this study aims to create a monitoring and control system for website-based motor vehicle operations with the help of Arduino Uno, Neo Ublox 6M GPS Module, and SIM900 GSM Shield which is installed into a motorized vehicle that is useful as a motor vehicle controller. Using this system can increase parental supervision of children when using motorized vehicles. Arduino installed in motorized vehicles then waits for the GPS signal from the Neo Ublox 6M GPS Module, after that the GPS data will be sent to the web service using the SIM900 GSM Shield. The web service will calculate the distance between 2 points, that is, the zone of the zone with the location of the prototype after comparison with the size of the zone that has been determined, if the calculation results exceed the zone, the prototype will turn off the engine. From the results of GPS accuracy testing using HDOP has produced a good rating and the use of the GPS NEO module is feasible to be used as the current location data provider and also the prototype response to the zone has been tested and produces an average value of 14.8 seconds.&#x0D; &#x0D; Keywords: GPS, Arduino Uno, GPS Neo Ublox 6M module, GSM Shield SIM900, Vehicles monitoring system, web service.
Detecting Adversarial Examples in Deep Neural Networks using Normalizing Filters

In Proceedings of the 11th International Conference on Agents and Artificial Intelligence (ICAART 2019)
Function of Code Switching Performed by the EFL Teachers in Classroom Interaction

The objective of this research is to determine the functions of code switching performed by the EFL teachers in classroom interaction. This research used qualitative research design which was conducted in SMAN 1 Soppeng. The participants of this research were two English teachers of SMAN 1 Soppeng who were chosen by using purposive sampling technique. To collect the data, the researcher used two kinds of research instrument namely classroom observation and interview. The data obtained were analyzed through Miles and Huberman (1994) qualitative data analysis and combined it with discourse analysis. The procedure of data analysis divided into three stages, namely data reduction, data display, and conclusion drawing/verification. The result of data analysis indicated that there are eleven functions of code switching discovered during the teaching and learning process in classroom interaction, namely checking for understanding, lapses, grammar explanation, pronunciation practice, explaining the meaning of vocabulary, reiteration, topic switch, polite command, speech connective, interjection to get the students’ attention, and emphasize certain word or a point in the conversation. The functions may vary according to the context, situation, and the topic of the conversation.
The Intermediary Role of English Teachers in Organizing Cooperative Learning

Group cooperative learning breaks the traditional form of seating and brings unprecedented challenges to the organization of teaching.Teaching results are not as good as expected especially in terms of class organization.The paper aims to tackle the problem from the two parties involved in teaching: teachers and students.It finds out that only when students become the active learner or in another word, when the class is student-centered that cooperative learning will start, and only when the teachers' guiding becomes proper that the class can become student-centered.When both teachers and students are cooperative in class the above-mentioned result will be achieved.
The road to data maturity - Why publishing has to stay relevant in the digital age and why it needs to start now

The world is rapidly changing driven by the rise of data and Artificial Intelligence (AI).Many industries are facing wholesale change.Customers now expect tailored, digital solutions and personalized insights delivered at the point of need -and structural transformation is simmering as a result.This paper looks at the sea change and opportunities in the academic publishing sector.Driven by technology and changes in user experience, publishers need to harness technologies such as AI to help them evolve from being traditional content providers to data-driven product companies.Data is at the heart of everything.Increasing their data maturity will fuel innovation and power the transformed products and services that customers demand going forward.As part of this feature 67 Bricks will also introduce the Product Development Data Maturity model for scholarly publishers to help plot a course from where they are now to where they need to be to survive.
Pocket Book of English for Graphic Technique As Learning Source and Medium of English for Graphic Technique Course

The rapid growth of information technology, especially by using devices, linear with practical needs, convenience, and affordability in learning media. Today, the presence of android-based applications is quite widespread, especially in the discipline of educational media and overcoming limitations in the context of learning. Pocket books are a source and medium of learning that, if packaged in a practical and sophisticated way, will be able to provide solutions to learning problems as well as to supply impetus for student interest and learning outcomes. This research aims to develop learning resources and learning media in the sort of a decent and useful Android-based pocket book application as an effort to increase student interest and learning achievement. The research method used is R &amp; D with research subjects, namely students of the Department of Graphic Technique in semester 2. The data collection technique in this research was in the kind of documentation by organizing learning materials based on syllabus through relevant book references and conducting FGD with graphic and ESP experts. Furthermore, to ensure that the pocket book application is feasible, validation was carried out by 6 validators with a value of 4.61 with an excellent category then tested with studentsâ€™ response of 4.57 with a very positive category.Therefore, this application is proven to be able to accommodate the needs of resources and media for learning English for students because it can be a substitute for books that are easy to carry and can be used practically without limitation of time and place.
Role Playing Game Tanpa Gadget (Penelitian Tindakan Kelas dalam Pembelajaran Sejarah di Kelas XI IPS C MAN I Kota Bandung)

Ideally, the students’ goal in carrying out the activities of learning is to obtain behavioural change. But it was contradictory wherein the reality found during observations in Grade XI IPS C. During learning History takes place, students were doing activities that improper with the learning agenda. The cause as the use of learning methods thatirrelevant to each student’s character. Based on the results’ observations, the author realized the proper method for students of Grade XI IPS C is Role Playing. Therefore the author conducted a classroom action research with the research formulation “Howto apply the Role Playing method in learning History to improve directed learning activities for students of Grade XI IPS C in MAN I Bandung?” This Classroom Action Research (CAR) based on Kemmis &amp; Taggart design. In this design, CAR is carried out in several cycles which are divided into 4 (four) stages namely: Planning, Action,Observation and Reflection. After applying the Role Playing method, the author found an increasing towards student learning activities both physically and mentally. Thus it can be concluded that the Role Playing method is strongly effective in directing student activities in learning History.
RANCANG BANGUN SISTEM INFORMASI PEMBELAJARAN ANATOMI TUBUH MANUSIA BERBASIS ANDROID (STUDI KASUS: SDN CIHUNI 1)

Learning is a communication process between learners, teachers and teaching materials.Communication will not work without the aid of medium or message media.The message to be communicated is the content of the learning that is in the curriculum curricula poured by faculty or facilitator or other sources into communication symbols.Submission of learning messages from teachers to students today, still using teaching aids like books.This makes the students less interested and bored when absorbing the lesson thus giving the effect of lazy learning.Applications are made a medium of learning for elementary school students with references from books containing human anatomy material including the structure of the human body, skeletons and skin, muscular system, nervous system, endocrine system, respiratory, system cardio-vascular system, lymphatic system, digestive system, excretion system and reproduction system and contains anatomy learning information of the human body in detail in terms of material and images.The results of the study found that still using the use of books and media sculpture in the process of teaching and learning activities at the school.To support this application also included exercise questions, in order to find out how far the ability of students to deepen the material obtained from this application.This application development method uses Rapid Aplication Develpoment which consists of three phases namely planning, design workshop, and implementation with UML process design (Unified Modeling Language) and developed using the Eclipse IDE for data collection with literature and questioner studies, based on the results of research, applications that have been made is needed and greatly facilitates the children to learn the anatomy of the human body.
A Progressively Interactive MCDM Method for Portfolio Optimization Problem

Portfolio is a multi-objective optimization problem with many pareto optimal solutions. In order to assist the DM (Decision Maker) with bounded rationality to get one that is best in his interests, this paper investigated a progressively interactive MCDM (Multi-Criterion Decision Making) method PI-MCDM. The decision tree was adopted to formulate the preference model of the DM. After each interaction, the DM’s feedback was used to update the preference model and then the multi-objective optimization algorithm progresses guided by the updated preference model. The experimental results were compared with those produced by the well-known multi-objective optimization algorithm NSGAII. The comparative results show that the PI-MCDM can give a complete consideration of the DM’s investment preferences and get his most preferred solution.