Reviewerly/exHarmony huggingface dataset:
Framework for examination of software quality characteristics in conflict: A security and usability exemplar

Standards and best practices for software quality guide on handling each quality characteristic individually, but not when two or more characteristics come into conflict such as security and usability. The objectives of this paper are twofold: (a) to argue on the importance of handling the conflicts between quality characteristics in general; (b) to formulate a framework for conflict examination of the software quality characteristics, we do so while considering the specific case of security and usability. In line with the objectives, a framework called Pattern-oriented Design Framework (PoDF) was formulated. The PoDF provides a mechanism for identification of the conflicts, modeling the conflicts to illuminate the reason for their occurrence, and eliciting the suitable trade-offs between the conflicting characteristics. The suitable trade-offs are thus documented as design patterns. The patterns can assist developers and designers in handling the conflicts in other but similar context of use. To validate and instantiate the PoDF, two studies were conducted. Usable security patterns discovered as a result of the studies are also presented in the paper.
PEGARUH PERSEPSI KEMANFAATAN DAN PERSEPSI KEMUDAHAN PENGGUNAAN TERHADAP SIKAP PENGGUNAAN RESEP ELEKTRONIK

This research is an associative research with a cross sectional approach to all doctors in Margono Soekarjo Hospital Purwokerto.The purpose of this study is to examine the effect of perceived usefulness and perceived ease of use on the attitude of using electronic prescriptions by doctors at Prof. Dr. Margono Purwokerto with organizational support as a mediating variable.The number of respondents in this research was 73 respondents.In this study the sample was taken by means of nonprobability sampling, that is by random sampling technique.Data collection used in this study was to use a questionnaire that was distributed directly.While the data analysis in this study uses linear regression and the mediation effect test uses the Sobel test.Based on the results of research and data analysis shows that: (1) Perceived usefulness affects the attitude of the use of electronic prescriptions by doctors in RSUD Prof. Dr. Margono Soekarjo Purwokerto, (2) Perceived ease of use affects the attitude of using electronic prescriptions by doctors at Prof. Hospital Dr. Margono Soekarjo Purwokerto, (3) Organizational support has an influence on the attitude of the use of electronic prescriptions by doctors at the RSUD Prof. Dr. Margono Soekarjo Purwokerto, (4) Organizational support mediates between perceptions of the usefulness of attitudes to the use of electronic prescriptions by doctors at RSUD Prof. Dr. Margono Soekarjo Purwokerto, (5) Organizational support mediates between perceptions of ease of use and attitudes to the use of electronic prescriptions by doctors in RSUD Prof. Dr. Margono Soekarjo Purwokerto through support.
Lazy Learning for Nonparametric Locally Weighted Regression

In this study, a newly designed local model called locally weighted regression model is proposed for the regression problem.This model predicts the output for a newly submitted data point.In general, the local regression model focuses on an area of the input space specified by a certain kernel function (Gaussian function, in particular).The local area is defined as a region enclosed by a neighborhood of the given query point.The weights assigned to the local area are determined by the related entries of the partition matrix originating from the fuzzy C-means method.The local regression model related to the local area is constructed using a weighted estimation technique.The model exploits the concept of the nearest neighbor, and constructs the weighted least square estimation once a new query is provided given.We validate the modeling ability of the overall model based on several numeric experiments.
Characterizations of Simple Points on the Body-Centered Cubic Grid

A frequently investigated problem in various applications of binary image processing is to ensure the topology preservation of image operators, where the concept of simple points plays a key role. The literature primarily focuses on 2D and 3D images that are sampled on the conventional square and cubic grids, respectively. This paper presents some new characterizations of simple points on the body-centered cubic grid.
Application of concepts of neighbours to knowledge graph completion1

The open nature of Knowledge Graphs (KG) often implies that they are incomplete. Knowledge graph completion (a.k.a. link prediction) consists in inferring new relationships between the entities of a KG based on existing relationships. Most existing approaches rely on the learning of latent feature vectors for the encoding of entities and relations. In general however, latent features cannot be easily interpreted. Rule-based approaches offer interpretability but a distinct ruleset must be learned for each relation. In both latent- and rule-based approaches, the training phase has to be run again when the KG is updated. We propose a new approach that does not need a training phase, and that can provide interpretable explanations for each inference. It relies on the computation of Concepts of Nearest Neighbours (C-NN) to identify clusters of similar entities based on common graph patterns. Different rules are then derived from those graph patterns, and combined to predict new relationships. We evaluate our approach on standard benchmarks for link prediction, where it gets competitive performance compared to existing approaches.
Blended Learning: Kombinasi Belajar Untuk Anak Usia Dini di Tengah Pandemi

Covid 19 pandemic hitting people arround world caused many changes in various aspects of life which one of them is education field. Government, teachers, families, and even students are required to be able to adapt to the situation. Breaking down the corona virus transmission, the government got deal with the rules of working and studying from home. Concerning the previous session of learning classically conducted, it seemed to be agreed that the rests are designed to be accessed online – which combination (offlne and online) was so called by blanded learning. That’s why the researcher put a high interest on whether it can effectively be applied at pandemic especially for Early Childhood Education. Data was collected through the questionnaires which are onlinely filled out by 30 teachers of 5 kindergartens who carried out blended learning. Data were then analyzed by using a trial scale, percentage formula and SPSS, 16 version. The results showed the effectiveness of the application of blended learning for early childhood when the pandemic was in the good category.
E- Farming: A Breakthrough for Farmers

Today, mobile phones are used everywhere, and android is the primary operating system dominating the mobile operating system market field with a market share of more than 80% and most of the applications are free to download.We are targeting the horticulture sector in which smartphones can be used to provide the farmer with the details of all the different types of crops that he can harvest and also the best efficient way in which he can get the yield.All this information will be provided in regional audio form also so that it will be easy for farmers to understand.For example, it can be extremely useful for the farmers in India as he/she will get information in multiple languages within a few key presses.Even an illiterate person can use this app easily.
Prospective vision on virtual education in AntioquiaColombia: horizon 2050

Governments are devoting significant resources to propose strategies that disseminate and exploit into prospective studies. In 2019, the Government of Antioquia (Department located in Colombia) launched a program called “Antioquia 2050”, which it is based on a long-term planning process. It is a rigorous exercise to offer projections to new politicians and their future generations. One of the axes analyzed was education. This article presents a prospective study on virtual education in the Antioquia region (Colombia). The methodology of the study consisted of a participatory and integrative series of techniques mostly used in prospective exercises (panel of experts, Delphi method, scenarios). Some interesting data collected suggested the benefits of virtual platforms, by allowing the educational system to scale up at a lower cost and with greater reach. Evidence found in this research showed that higher education in 20 years would represent a basic and/or minimal condition in Antioquia. The connectivity of the human being with technology will facilitate the incorporation of virtual learning mechanisms from everyday life in a ubiquitous way; at any time and place in their daily lives. The results of this study were shared in the “Summit of wise men (Cumbre de visionarios)”, an event that took place at the end of 2019. Additionally, the study is also part of the research project “Adaptive learning management tool based on problems to enhance collaborative work in virtual courses at university level”, co-financed by Colciencias (Proposal Call 8042018).
Designing and Developing Artificial Intelligence Applications Troubleshooting Computers as Learning Aids

The learning to analyze problems and do improvements on hardware and installation of application software is part of the basic competencies of knowledge and skills of computers and basic networks. Based on observations, the learning process has not been able to provide a real picture of the problems that often occur on computers. The purpose of this study is to design and develop learning aids through artificial intelligence applications on computer troubleshooting. The research method used is R &amp; D (Research and Development) with a 4-D model. The results of the study this is the application being valid, practical and effective. Based on the results of the study, it can be concluded that the application of artificial intelligence to computer troubleshooting has been successfully designed and developed.
A Study on the Intergenerational Conflict and Integration: Focused on the Perspective of Educational Gerontology

우리 사회는 급격한 산업화와 도시화, 압축적 경제성장을 거치면서 경험, 사고방식, 가치관, 행동 등 세대 간의 차이가 증대되고 있다. 또한 이러한 세대차이는 권력 불평등과 이해갈등, 세대간 편견과 접촉의 제한 등과 맞물리면서 세대갈등으로 확대되고 있다. 세대 갈등은 사회통합을 저해하고 사회발전을 가로막는 중요한 사회문제로서, 세대갈등의 원인은 사회적 정체성 이론, 사회적 접촉 가설, 현실적 집단갈등 이론 등 사회심리학적 이론들에 의해서 설명될 수 있다. 세대갈등 완화 및 세대양극화 해소, 사회 공동체성 회복에 도움을 주는 세대통합은 고령화에 따른 다양한 사회문제를 해결함은 물론이고, 지속가능한 고령사회의 기초가 된다는 점에서도 의의가 크다. 따라서 본 연구에서는 노년교육학적 관점에서 세대갈등을 해결하고 세대통합을 증진하기 위한 방안으로서 세대통합 규범의 내재화, 세대통합 문화의 조성, 세대통합을 위한 제도 구축 등을 제안하였다.In our society, the generation gap and the intergenerational conflict are increasing due to rapid industrialization, urbanization, and compressed economic growth. The generation gaps are being combined with power inequality, conflict of interests, intergenerational prejudices, and limited contacts between generations, which are expanding into intergenerational conflicts. The intergenerational conflict is an important social problem that undermines social integration and prevents social development, and the causes of intergenerational conflict can be explained by social psychological theories such as social identity theory, social contact hypothesis, and realistic group conflict theory. The intergenerational integration is meaningful in that it contributes to easing intergenerational conflicts and resolving generational polarization, and has a positive impact on the restoration of a social community. Therefore, this study proposed internalization of intergenerational integration norms, the creation of intergenerational integration culture, and the establishment of a system for intergenerational integration as a way to promote intergenerational integration from the perspective of educational gerontology..
Analysis and Design of Sales Information System on Web-Based E-Commerce in Yoga Farm Catfish Breeding Business Using UML

Yoga Farm is a Micro, Small, and Medium Enterprises (MSME) that focuses on catfish breeding that is still doing business processes manually. With this process, information received by related parties is very difficult to obtain quickly. Therefore, the product is still not widely known, and customers are still few because the system used in sales and promotions still uses a manual system. The research method used is qualitative. This study aims to create a sales information system recommended at Yoga Farm and design using Unified modeling language (UML) for the recommended business processes. Customers will get product information in real-time, products can be widely recognized, and the number of Yoga Farm customers can increase. Based on the results of this study, adoption of a web-based sales information system can certainly make it easier to get the latest information quickly, can expand the market and can also facilitate customers in the transaction. For future research, this research can be used as a reference for conducting similar studies at other MSMEs to increase sales
User Efficiency Model in Usability Engineering for User Interface Design Refinement of Mobile Application

Designers are often confronted with challenges or difficulties when designing user interfaces for mobile applications. The information must be clearly delivered to the user and also have an aesthetic appearance and good discoverability. One widely used method for conveying information is directing user attention to a component that is related to his or her task. We propose a recommender system by considering user efficiency in a user attention model. It can give suggestions for designers to improve the appearance of the most efficient component. This recommender system is aimed to help designers in the iteration process of usability engineering, especially to direct user attention to the most efficient component. This system analyzes actual user attention and then refines the user interface based on the energy of each component compared with the baseline energy. Our proposed model successfully increased the efficiency of a mobile learning application from 83.65% to 85.58% and improved discoverability of the most efficient component, thus reducing the task completion time.
The use of an interactive music system as an aid for exploring sound in music education in a rural area

Technology has been widely used for educational processes; in the arts several researchers have investigated the employment of computational systems and gadgets to approach younger audiences. This paper describes the design and implementation of an interactive music system used as a tool for an electroacoustic music course for children in a rural community. The system comprises a MaxMSP digital interface and an OSC Controller app for Android. Graphic User Interfaces were created in MaxMSP in order to process individual musical parameters, this can be controlled by mobile devices using Open Sound Control OSC protocols. The interactive system was used by children (6-15 years old) to explore sound worlds during a series of electroacoustic music courses and workshops.
Securing the Website Login System with the SHA256 Generating Method and Time-based One-time Password (TOTP)

Security to enter a system has a very important role because as the main entrance to access data sources. But often lack the attention of the owners and managers of information systems. To reduce these weaknesses, one method that is widely used today is to use One-Time password, which is where the password we have becomes dynamic, meaning that at a certain time the password is always changing, the positive side is that it makes it difficult for others to steal our passwords because besides representative passwords that are difficult to understand and passwords are always changing. This study discusses One-Time Password installed on a mobile device where the password is randomized using a combination of two algorithms, namely SHA256 and Time-based One Time Password. The development of this login method can reduce the level of theft of passwords owned by users who are entitled to access information sources.
Orchestrating Future Service Chains in the Next Generation of Clouds

Service Chains have developed into an important concept in service provisioning in today’s and future Clouds. Cloud systems, e.g., Amazon Web Services (AWS), permit the implementation and deploymen ...
Pattern Sampling in Distributed Databases

Many applications rely on distributed databases. However, only few discovery methods exist to extract patterns without centralizing the data. In fact, this centralization is often less expensive than the communication of extracted patterns from the different nodes. To circumvent this difficulty, this paper revisits the problem of pattern mining in distributed databases by benefiting from pattern sampling. Specifically, we propose the algorithm DDSampling that randomly draws a pattern from a distributed database with a probability proportional to its interest. We demonstrate the soundness of DDSampling and analyze its time complexity. Finally, experiments on benchmark datasets highlight its low communication cost and its robustness. We also illustrate its interest on real-world data from the Semantic Web for detecting outlier entities in DBpedia and Wikidata.
Mobile Augmented Reality Learning Application for Students with Learning Disabilities

This study was carried out to develop a mobile augmented reality (AR) learning application, called BadanKu, to help students with learning disabilities to learn the topic of human anatomy. The development model used for the development of this novel application was the ADDIE model. A suite of development software, namely Adobe Photoshop, Unity, and Vuforia, were used to develop this mobile AR learning application consisting of several multimedia elements, such as text, audio, graphic, video, and animation. A virtual human body was designed to show the three major parts of the human anatomy, namely the head, torso, and limbs. This learning application was developed to help teachers of the self-management subject to teach such a topic to year-one primary school students with learning disabilities, whose ages range from 7 to 9 years. These teachers can use the smartphone camera to scan those parts of the human anatomy shown on the application’s user interface to display the learning contents to students, with which the latter can interact with to learn all aspects of such body parts. Clearly, teachers can leverage learning activities of students with learning disabilities with the use of mobile AR learning applications with multimedia elements, such as audio, graphics, animation, and video, the impact of which can make such students highly motivated, active, and interested in the learning process.
Fast Neural Accumulator (NAC) Based Badminton Video Action Classification

Automatic understanding of sports is essential to improve viewer experience and for coaches and players to analyze, strategize and improve game performance. To achieve this it is essential to harness the ability to localize and recognize the actions in sports videos. In this paper we focus on the fast paced sport of badminton. The challenge is to extract relevant spatio-temporal features from several consecutive frames and to classify them as an action or a no-action in minimal time and with minimal computational power. We propose two novel Neural Accumulator (NAC) based frameworks, namely NAC-LSTM and NAC-Dense for aforementioned objective. Neural Accumulator is employed for spatial and temporal feature extraction respectively followed by classification. The actions of the players were annotated as react,lob, forehand, smash,backhand and serve. An Autoencoder-LSTM Network, Dilated Temporal Convolutional Networks (TCN) and Long Term Recurrent Convolutional Network (LRCN) have been designed for comparison. Multiclass recognition has been performed with 5-fold cross validation on several test-train data splits (from 10–50%) to verify the efficacy of the results. The proposed methods achieve a high classification accuracy in strikingly minimal CPU time.
Phase tristability in parametric three-photon down-conversion

This Letter shows that the parametric processes of spontaneous three-photon down-conversion is accompanied by phase tristability of the sub-harmonic signal. The oscillations of the signal in a resonant cavity are modeled through an analytically solvable second-order nonlinear oscillator. Self-sustained oscillations of the signal at a finite amplitude are found to be equally probable in three states with uniform phase contrasts. The onset of oscillations is a case of bifurcation from infinity. The stability of the ternary states is proven through an energy landscape function that identifies the attractor basins of the three states. An analogy is drawn between the oscillation threshold of a three-photon down-conversion oscillator and a first-order phase transition. The investigated phase-tristable oscillator can serve as a classical ternary bit for unconventional computing applications.
Confidentiality challenges in releasing longitudinally linked data

Longitudinally linked household data allows researchers to analyse trends over time as well as on a cross-sectional level. Such analysis requires households to be linked across waves, but this increases the possibility of disclosure risks. We focus on an inter-wave disclosure risk specific to such data sets where intruders can make use of intimate knowledge gained about the household in one wave to learn new sensitive information about the household in future waves. We consider a specific way this risk could occur when households split in one wave, so an individual has left the household, and illustrate this risk using the Wealth and Assets survey. We also show that simply removing the links between waves may be insufficient to adequately protect confidentiality. To mitigate this risk we investigate two statistical disclosure control methods, perturbation and synthesis, that alter sensitive information on these households in the current wave. In this way no new sensitive information will be disclosed to these individuals, while utility should be largely preserved provided the SDC measures are applied appropriately. © 2020, University of Skovde. All rights reserved.
Quantum-based algorithm and circuit design for bounded Knapsack optimization problem

The Knapsack Problem is a prominent problem that is used in resource allocation and cryptography. This paper presents an oracle and a circuit design that verifies solutions to the decision problem form of the Bounded Knapsack Problem. This oracle can be used by Grover Search to solve the optimization problem form of the Bounded Knapsack Problem. This algorithm leverages the quadratic speed-up offered by Grover Search to achieve a quantum algorithm for the Knapsack Problem that shows improvement with regard to classical algorithms. The quantum circuits were designed using the Microsoft Q# Programming Language and verified on its local quantum simulator. The paper also provides analyses of the complexity and gate cost of the proposed oracle. The work in this paper is the first such proposed method for the Knapsack Optimization Problem.