Reviewerly/exHarmony huggingface dataset:
Design and Application of Blended Teaching &amp; Learning Mode Based on Web Platform : A Case Study of Control Theory

With the increasing popularity of web connectivity and smart products development, innovative educators have been creating new delivery methods in education by combining elements of in-person teaching with technology-enabled learning. This paper is proposed to investigate the blending mode in teaching and learning control theory base on the web platform. This mode includes three stages: preview before class-interaction during class-discussion after class. There exist resourceful T & L materials and various activities for students to learn and discuss on cloud class. The platform can reflect the students' classroom engagement and utilization of web platform resources, so as to observe the students' learning attitude and put forward specific suggestions for the students. This mode can arouse students' interest in learning and improve their enthusiasm for learning. In the future, the blended T & L mode will he used widely and benefit more students.
ANALISIS ASPEK UTAMA KERANGKA KEBAHASAAN PADA SISWA SD HOMESCHOOLING USIA 7 TAHUN

Language development milestone is generally similar in phonology, syntax, semantics and pragmatics skills. However, some children do not normally in the stage of normal milestone. It is therefore this study aims to analyze the 7 years old children language milestone. This research employed qualitative research which used case study. The subject is 7 years old girl, student in homeschooling primary school. This research investigates the girl utterance based on the conversation naturally between her teacher, mom and the girl. Then, categorizes the language development based on aspect of language framework. The result of the study illustrated that the girl have problem in phonology for spelling complicated lexical and more than three syllable. In syntax, the student cannot create simple sentence and in Semantics, the student do not understand what she reads. Moreover, the main problem is in pragmatic skill. She cannot understand the context situation and answer the questions. This indicates that the student has problem in acquiring the language
Aligning preferences: Co-Designing Wearable Solutions for International Student Well-being

The integration process of international students into a new culture and academic environment poses significant challenges to their physical and mental well-being. Through co-design sessions with international students, we investigated which factors international students prioritize for wearables that could support them in this context. Through the sessions, we saw a shift from addressing problems and focusing on a solution product, to a more comprehensive perspective, considering factors such as affordability, aesthetics, sustainability, placement, the importance of real-time connectivity, seamless integration into daily life, customization, and efficient power management. Our insights contribute to creating wearables that mitigate the challenges faced by international students.
Cognitive load assessment based on VR eye-tracking and biosensors

In this paper I present the status of my doctoral research project, a general overview of the research topic and future developments. The main research focus will be to study and develop an extended reality solution for cognitive load assessment in adaptive virtual environments, based on eye tracking and bio-signals. The main objective is to respond to the need for healthcare and training becoming more personalized and location- and time-independent. The end goal is to establish a framework that serves as a quantitative basis for adaptive rehabilitation and training by pushing cognitive load assessment towards ubiquitous computing through immersive technologies.
CReST: Design and Evaluation of the Cross-Reality Study Tool

In this work, we describe our experience developing and evaluating the Cross-Reality Study Tool (CReST), which allows researchers to conduct and observe Virtual Reality (VR) user studies from an Augmented Reality perspective. So far, most research on conducting VR user studies has centred around tools for asynchronous setup, data collection and analysis, or (immersive) replays. Conversely, CReST is centred around supporting the researcher synchronously. We replicated three VR studies as example cases, applied CReST to them, and conducted an interview with one author of each case. We then performed a case study, and recruited 17 participants to take part in a user study where the researchers used CReST to observe participant interaction with virtual drawer and closet artefacts. We make CReST available for other researchers, as a tool to enable direct observation of participants in VR, and perform rapid, qualitative evaluations.
On some issues of the development of the classroom-based system in the context of the modern school transformation

The article analyzes the impact that the processes of the society digitalization have on the traditional classroom-based system in the general education. Historical parallels between industrial revolutions and the stages of formation of this system are considered. Its significant characteristics are compared with new educational goals. The study shows that he development of modern digital educational tools significantly expands opportunities for individualization and improvement of the quality of education. It is noted that the role of a teacher in a modern school system needs to be reconsidered. The historical necessity of the evolutionary transformation of the classroom-based system through the integration of advanced digital technologies, tools and pedagogical approaches is substantiated. The conclusion is made about the importance of systemic changes at all levels of education for its successful modernization and adaptation to the realities of modern digital society preserving, at the same time, the best traditions of the national education.
Validation of image stream hashing: A forensic method for content verification

How do forensic examiners know if they have altered an image stream when converting a digital image from one codec or file container to another for analysis? Forensic standards and best practices recommend avoiding alteration or degradation of multimedia data during transcoding. An image stream hashing method was recently introduced to the forensic science community to answer the question above. This paper offers an initial validation study of image stream hashing method that may answer the question above. The first half of the study's experiments tested the image stream hashing method to measure fitness for use in forensic science while identifying errors and limitations. The study's second phase analyzed the systematic errors detected in initial tests to discover error causation. Causation analysis identified four method limitations subsequently used to develop proposed standard controls of method operations. The final study phase repeated the initial experiments used in the first phase while implementing the proposed standard controls of method operations. Initial test results indicated the method had significant error rates, limiting the effectiveness of the method to only three of the five file types used in the study. The final testing phase revealed that implementing proposed standard controls of method operations reduced the potential systematic errors to a negligible level when using the image stream hashing method for content verification. The validation study concluded that examiners could use the image stream hashing method for forensic science only by implementing error mitigation techniques that utilize the proposed standard controls of method operations.
The Influence of Esports on Adolescents' Social Skills

The incredible popularity of video games among teenagers today is a direct result of technological advances over the last few decades. With smartphones that are now more and more available to the general public. Previous research findings are still raising concerns in the eSports community about how teenage eSport players can provide valuable socializing time with peers and family. and esports players show that interacting with friends online is more enjoyable and satisfying than doing it in person. The study aims to test the impact of esports on adolescent social skills. This research is quantitative and correlational. The respondents in this study were teenagers who often played esports games, which amounted to 13 respondents. Selection of research subjects using purposive sampling method. This study uses the Real and Electronic Communication Skills questionnaire (RECS). The data gathered showed that five teenagers had low social skills, four people with adequate social skill, three people with high social skills and one person with very high social skill.
TRAINING FOR FUTURE PHYSICS TEACHERS ON HOW TO ORGANIZE A GROUP PRIMARY ACTIVITY OF STUDENTS IN THE NEW UKRAINIAN SCHOOL

The article considers the problem of preparing a future teacher of physics to implement innovative technologies for training at a new Ukrainian school. It was determined that the issue of the practical component of the conceptual basis of the professional training of future physics teachers in higher education institutions at the current stage requires a deeper studying in order to form a specialist of the new generation according to today 's requirements .The urgent need to solve the problem of forming the readiness of future physics teachers to implement innovative learning technologies under various forms of the educational process organization in general secondary education institutions has been clarified. Attention is focused on the scientific analysis of the researched problem and the current state of implementation of the technology for students in the educational process in school, which proves the dominance of individual and collective forms of work and the insufficiency of the implementation of creative approaches to the organization of student’s group educational activities. Methodical approaches to the formation of the future physics teacher's readiness for effective professional activity in the New Ukrainian School and the principles of partnership and cooperation technologies are offered. The fundamentals of educational changes, regulated by the Concept of the New Ukrainian School, determine the need to make changes in the professional training of future physics teachers with the aim to form the professional competencies for future specialists, in accordance with the Professional Standard of the teacher of the institution of general secondary education. These changes can be done by introducing new content or modernizing the existing educational components of the methodology for each PEP. The structure and didactic content of the module "Technology of group educational activity of physics students" as part of the educational component "School course of physics and its teaching methods" for students of the specialty 014.08 Secondary education (physics) with the additional qualification "informatics teacher" is introduced. The distribution of classroom hours and hours for independent work for students as well as a list of key theoretical and practical issues implemented within the framework of the content module are presented. Attention is focused on the characteristics of the organization and implementation of the practical component of the future physics teacher preparation to implement the technology of group educational activities. An example of methodical development "Organization of group educational activity during studying the topic: "Electric capacity. Capacitors"" using interactive learning tools is presented. The criteria for evaluating group activity of students in physics is offered.
Bibliometric Study: scientific articles from the Technology Acceptance Model

Bibliometric study of articles on technology acceptance from Elsevier's specialized Scopus database. The productivity of documents is measured by year, author, affiliation, country, area of knowledge and sponsor a network map analysis with the VOSviewer software, the productivity of documents per year shows an increase of 2006, the highest productivity is found by the authors: Amornkitpinyo, T., Venkatesh, V., Chiu, W., Sun, Y. y Wang, N.; highest document productivity by affiliation Universiti Teknologi MARA, Universiti Sains Malaysia and University of Arkansas, the productivity of more documents by country United States, China, Taiwan and Malaysia, the highest document productivity by funding sponsor is National Natural Science Foundation of China, National Institutes of Health, Ministry of Science and Innovation and Ministry of Higher Education, Malaysia, according to the visualization of the network map, the terms innovation and competitiveness have a high co-occurrence with an approximation of terms such as ““technology, acceptance”, “consumer” and the term “risk”” are strongly linked to investigate these relationships.
A Study On Public Opinion About Businesses In Digital Era With Special Reference To Chennai

Since 1600 the concept of digitalisation has been innovating. It all started back in 1679 when the binary system was found. Then after a series of technological advancements digitalisation saw the light of the world. Various fields depend on digitalisation and businesses are one of them. Even in the upcoming future, there is a lot of scope pertaining to digitalisation. The main objective of the paper is to analyse how effective are the businesses running in the new digitised era and also to examine the various advantages and disadvantages related to digitalisation of the business sector. The sample size of 210 respondents was chosen for the research where data was collected using questionnaires. A convenient sampling method was adopted where the samples were chosen based on convenience and ease of access. From the long analysis, it was found that people think that businesses are highly effective when backed with digitalisation and technology with a hope that it would be even more effective if there is a constant growth in digitalisation. It is finally concluded that digitalisation plays a very important roles in various sectors and one of them in the business sector and with many more developments and innovations in it, it is sure that India would reach all the heights of development in the business sector which would boost the economy and act like a boon for the upcoming future.
TNDRM: Data Normalization Using Uncovering Complex Data Structures With Topological Nonlinear Dimensionality Reduction Using Manifold Learning

With the increasing complexity of Distributed Denial of Service (DDOS) attacks in Wireless Sensor Networks (WSNs), the accurate detection of these threats has become imperative. This research presents a robust preprocessing technique for DDOS attack detection, focusing on data normalization through the integration of topological nonlinear dimensionality reduction via manifold learning (TNDRM). Our methodology revolves around transforming the intricate high-dimensional feature space of WSN data into a lower-dimensional representation, all while preserving the intrinsic topology and geometry of the original data. Achieved through manifold learning techniques, this process enables a more meaningful understanding of complex data structures, essential for effective analysis. A pivotal step in our approach involves the normalization of the data within the reduced dimensional space. Leveraging statistical techniques, specifically z-score normalization and min-max scaling, we mitigate the impact of varying scales and outliers in the data. The accuracy of machine learning algorithms is improved with normalization because it guarantees uniformity and consistency by removing aberrations.
A Noval Approach on Picture Fuzzy Graceful Labeling in Fluid flows

Graph labeling is one of the best network models in the study of fluid dynamics in the flow of particles. But the said labeling is not provided the better results to represent in any of network model having neutral membership degree in case of ambiguity. To overcome the above mentioned problem ,Picture fuzzy graph labeling is playing a major role in the framing of network model in fluid dynamics in case of neutrality degree which have been represented by a picture fuzzy graph.&#x0D; In this paper, the researcher have shown picture fuzzy graph labeling on star graph which is used to represent the flow of particles in fluid dynamics. Also they have extended the concepts towards the existence of picture fuzzy graceful labeling and picture fuzzy ant magic labeling in fuzzy star graph which will be helpful to analyze the properties of flow of particles in the fluid flow.&#x0D;
Correlation of Digital Literacy and Teacher Productivity at SMP Negeri 1 Serang City

This study aims to investigate the correlation between teachers’ digital literacy and their productivity at SMP Negeri 1 Serang City. The research method used is a quantitative approach with a case study design. The research sample is teachers who teach at SMP Negeri 1 Serang City. Data processing using SPSS IBM Version 26 software. The results of the research are expected to provide a better understanding of the relationship between teachers’ digital literacy and their productivity. In addition, this research can also provide important input for the development of digital literacy training programs for teachers and planning more effective education policies. It is hoped that the findings from this research can provide practical guidance for decision makers in the field of education to improve teachers’ digital literacy and their productivity. In addition, this research can also help teachers understand the importance of developing digital literacy as a means to increase the effectiveness of learning in the digital era.
A case study in AI-assisted board game design

We use AI agents to play successive design iterations of an analogue board game to understand the sorts of question a designer asks of a game, and how AI play-testing approaches can help answer these questions and reduce the need for time-consuming human play-testing. Our case study supports the view that AI play-testing can complement human testing, but can certainly not replace it. A core issue to be addressed is the extent to which the designer trusts the results of AI play-testing as sufficiently human-like. The majority of design changes are inspired from human play-testing, but AI play-testing helpfully complements these and often gave the designer the confidence to make changes faster where AI and humans ‘agreed’.
Keterampilan Menulis Karangan Narasi Siswa Kelas 5 Sekolah Dasar

This research aims to determine the narrative essay writing skills of class 5D students at SD Negeri 17 Pekanbaru. This research is a qualitative descriptive study. The subjects of this research were class V teachers, as well as all class 5D students at SD Negeri 17 Pekanbaru. The data collection techniques used were observation, interviews and documentation. The main instrument is the researcher using observation guide tools, interview guidelines, document review sheets. Data were analyzed through data reduction, data presentation, and drawing conclusions. The data validity checking technique uses triangulation of techniques and sources. The research results show that the narrative essay writing skills of class VD students at SD Negeri 17 Pekanbaru can still be said to be not optimal. This is because, there are still some students who are not correct in writing narrative essays as seen from the 5 criteria in this research, namely 1) Content, VD class students are not yet appropriate in developing content according to the theme and characters, plot and setting in students' narrative essays. clear. 2) Organizational Content, students are still wrong in determining the theme given by the teacher and the ideas written by students are not clear. 3) Grammar, students' use of grammar is still not correct. Students do not use subjects and predicates in writing narrative essays. 4) Word choice, students when writing narrative essays do not pay attention to writing capital letters and lower case letters. 5) Spelling and punctuation. The student's use of conjunctions is correct. However, students do not pay attention to the use of punctuation marks such as periods (.) and commas (,). This makes readers confused when reading students' narrative essays.
Zulfiqar Ali Bhutto as an Eloquent Speaker: A Corpus-Based Analysis of his Speeches at UNO

Politicians use language to persuade the public and likewise, they use rhetoric strategies to promote their ideologies. Zulfiqar Ali Bhutto, an important political figure in Pakistan, was a charismatic orator as well as an impassioned speaker. The aim of this present study is to look at the speeches of Zulfiqar Ali Bhutto. This study looks at the linguistic patterns, rhetorical strategies, persuasive devices, and other discourse features that were prominent in his public speaking. The present study uses a corpus linguistic methodology to uncover the linguistic patterns of Zulfiqar Ali Bhutto's speeches. The software LancsBox is used for the analysis of data. The finding of the study endorses the fact that Zulfiqar Ali Bhutto was an eloquent speaker with an extraordinary quality of public speaking. After the analysis of data, it is found that he had a good command of the use of language. In his speeches, he used linguistic patterns, stylistic devices, persuasive techniques, and a skillful strategic deployment of emotional appeal. This study affirms that Zulfiqar Ali Bhutto was an effective public speaker who had the capability of inspiring and mobilizing his audience.
The Cuatro Ciénegas Basin

In the state of Coahuila, Mexico, there is a very special place, just 290 km from the border with Texas: the oasis in the Cuatro Ciénegas Basin. Souza et al. describe how the geology of the basin has given rise to a unique chemistry and a community of organisms that have survived for eons and are found nowhere else on Earth.
TransFiner: A full-scale refinement approach for multiple object tracking

Multiple Object Tracking (MOT) is a task for containing detection and association. Plenty of trackers have achieved competitive performance. Unfortunately, for the lack of informative exchange on these subtasks, they are often biased toward one of the two and underperform in complex scenarios, such as the inevitable misses and mistaken trajectories of targets, when tracking individuals within a crowd. This paper proposes TransFiner, a transformer-based approach to post-refining MOT. It is a generic attachment framework that depends on query pairs, the bridge between an original tracker and TransFiner. Each query pair, through the fusion decoder, produces refined detection and motion clues for a specific object. Before that, they are feature-aligned and group-labeled under the guidance of tracking results (locations and class predictions) from the original tracker, finishing tracking refinement with focus and comprehensively. Experiments show that our design is effective, on the MOT17 benchmark, we elevate the CenterTrack from 67.8% MOTA and 64.7% IDF1 to 71.5% MOTA and 66.8% IDF1. The code is publicly available at https://github.com/BeenoSun/TransFiner.
Device-independent verification of quantum coherence without quantum control

Quantum coherence plays a crucial role in manipulating and controlling quantum systems, leading to breakthroughs in various fields such as quantum information, quantum sensing, and the detection of gravitational waves. Most coherence witnesses rely on the assumption of being able to control quantum states. Here, we report a device-independent coherence model by extending the standard Bell theory to multiple source scenarios. We propose a Greenberger-Horne-Zeilinger-type paradox to verify the particle and wave behaviors of a coherent carrier. We experimentally generate generalized two-photon entangled states that violate the present paradox, witnessing spatial quantum superposition through local measurements.