Reviewerly/exHarmony huggingface dataset:
Recursive Identification Based on OS-ELM for Emotion Recognition and Prediction of Difficulties in Video Game

The aim of this paper is to recognize human emotions from physiological electroencephalography (EEG) signal.Indeed, this paper demonstrates that neural networks in conjunction with recursive least squares can be used sprucely for the identification of emotional states.In this regards, this report uses online sequential extreme learning machine to conceive the present emotion recognition system.To validate the efficiency of this machine learning, the performance of various popular feature extraction methods with the Database for Emotion Analysis using Physiological Signals DEAP dataset, and two newly developed EEG datasets are systematically evaluated for this study.The first emotional experience was to conceive an emotional dataset containing the samples EEG of six selected emotion states (neutrality, amusement, surprise, compassion, attraction, and disgust), and the second one was to predict the difficulties encountered during playing a hard game.This has the goal to detect the concentration and anger emotional states.The purpose of this paper is to improve the accuracy of emotion recognition based on different emotional states.The features are extracted from the delta, theta, alpha and beta bands.Based on the analysis of the identification system, the most significant features are extracted for each emotional state.The selected ones are then utilized in the emotion classification system.The present recognition system has 80% accuracy when using the DEAP database, 74.07%accuracy when using the first database, and obtains 61.11% accuracy when predicting difficulties in video games.
The Impact of Digital Content Marketing on the Purchase Intention of Connected Consumers: A Study Based on Natural Ingredient- Based Personal Care Products

Marketers of Personal Care Products are increasingly trying to cater the changing demands of the modern consumer who has information at their dispense, which is just a click away. The technology savvy connected consumers are constantly been updated through the extensive pool of information accessed by them on a daily basis. The purpose of this paper is to examine the impact of Digital Content Marketing on the Purchase Intention of connected consumers towards natural ingredient based personal care products. Furthermore, Perceived Trust is positioned as a mediator within the context of this study to enhance the understanding of whether Perceived Trust contributes to mediate the relationship between Digital Content Marketing and Purchase Intention. Moreover, the researcher also attempts to understand the age group differences for the relationship highlighted above. Data were collected from 469 respondents via a structured questionnaire and such data were analyzed through quantitative means using SPSS with the conclusion that the direct relationship between content marketing and purchase intention has been accepted while the impact of content marketing on purchase intention mediated by trust was also accepted. Moreover, it was found that age acts as a moderator within the mediated relationship of trust between content marketing and purchase intention while also acting as a moderator within the simple linear relationship between content marketing and purchase intention.
PHILOSOPHICAL AND EDUCATIONAL ASPECTS OF VIDEOGAME ACTIVITY IN CONDITIONS OF ONLINE LEARNING

In this article, the use of videogames in online learning has been considered. It is emphasized that new forms and methods of organizing the educational process are becoming increasingly important in times of global educational crisis and the crisis in education. It is noted that new strategies for the establishment of modern educational space, based on the involvement of new, primarily digital, technologies, and new methodological approaches to the organization and content of the educational process, including game approaches, are quite effective in solving problems of modern education. An essential means of increasing students’ motivation is the use of videogames in the educational process. The main aspects of videogame phenomenon that actualize its use in contemporary education have been analyzed. The following forms and methods of involving videogames in the educational process have been considered: gamification as a partial use of game mechanics or complete transformation of the educational process into a (video)game; game-based learning as the use of particular videogames in education to motivate students and improve learning; educational videogames as a separate category of games that are developed primarily for educational purposes and for which the entertainment-motivational function is secondary. The advantages and disadvantages of videogame activity within each of forms in conditions of online learning have been determined. The authors raise the question of the need to develop and involve comprehensive multiplayer videogames, aimed not at supplementing the educational process, but at the complete transformation of online learning. It is noted that such videogames can be an environment for learning and communication between teacher and students and contain the information base necessary for studying the subject. It is concluded that the development of a comprehensive videogame for online learning in higher education institutions can increase the effectiveness of online education in general by increasing students’ motivation and interest in learning, giving them an opportunity to acquire the additional experience, moving to more individualized and flexible trajectory of higher education.
Food Ordering Application in Restaurant using Loyalty Program Based on Android

The purpose of this research is to make an application that give an information to the waiter or waitress about the table that want to ask for help and to chef or drink maker about the order sequentially, to easily make the restaurant management to renew the menu list without pay for more surcharge, ease the customer to save their point and for increase customer’s loyalty, help the customer to count their individual payment including the tax, and to ease the restaurant to analyze the revenue, product, and customer satisfaction. The method of this research is collecting data (interview), analysis method, system design method (use case diagram, activity diagram, class diagram, sequence diagram, application interface, and incremental SDLC), and also literature review. The result is mobile application based on android for food ordering and web application for restaurant management. The conclusion of this application is this application ”TMS Cafe” help restaurant to increase the customer loyalty using membership system, ease customer to store their point, simplify the restaurant to manage the menu and promo list with digital system, facilitate the restaurant to give information to customer about the active promo, ease customer to order food, increase the customer satisfaction with song request feature, facilitate customer to count their individual payment including taxes and also to see the transaction and point usage history.
An Evaluation of the Enhanced Information System for COVID-19 Surveillance in Thailand, 2020: A Pre-Post Intervention Comparison

With information technology, a traditional coronavirus disease (COVID-19) surveillance system was improved with five additional features including auto-verification system, laboratory reporting system, confirmed case notification system, data feedback loops, and integrated event-based surveillance system. We conducted a surveillance evaluation to compare quantitative and qualitative attributes before and after the improvement. Qualitative and quantitative studies were conducted to measure the effectiveness of enhancing the information system according to the US-CDC framework. Qualitative attributes consisting of simplicity, acceptability, accessibility, flexibility, and stability, and quantitative attributes consisting of timeliness and completeness were investigated and compared between pre-enhanced and post-enhanced information system using the chi-square test. During January to April, there were 74,565 patients under investigation reported to the surveillance system. We interviewed a total of 16 health personnel. After the improvement, we observed statistically significant increases of completeness and timeliness from 55 to 66 and 75 to 96 percent, respectively. Almost all stakeholders (15/16) reported that the system was improved significantly. All qualitative attribute scores were increased including acceptability from 57 to 73, simplicity from 43 to 77, stability from 47 to 80, flexibility from 57 to 73, and usefulness from 50 to 80. In summary, all the qualitative and quantitative attributes were improved significantly (p-value&lt;0.01 for the chi-square test). Enhanced information system with careful understanding of the existing workflow and stakeholders could improve performance of the surveillance system in both qualitative and quantitative attributes. Surveillance evaluation process could be used to assess the improvement, gather feedback, and identify the gaps.
Towards an open and decentralized case law curation ecosystem

Case law is the term that refers to reports of past court decisions. It is considered an essential source of law, vital for legal professionals. Existing case law services are currently centralized, with an entity having complete control over the data and often charging fees for its access and other adding value services. This paper attempts to leverage the potential of blockchain technology in order to develop a public and decentralized platform that allows the submission of court decisions in a decentralized database and employs a network of curators who offer their validation, classification, and evaluation. Specifically, we design, analyze and implement AnyCase, a proof-of-concept prototype system on the Ethereum platform. We focus on the establishment of a sybil-resistant voting protocol used for reaching agreement and the development of a tokenized economy that incentivizes participation. Our preliminary analysis indicates that, besides being decentralized, AnyCase has the potential to compete with existing centralized systems in several other aspects.
Usefulness of WhatsApp in the Process of English Language Learning among Undergraduate Students: A Perception Study

Technology has invaded the field of education and has become a major source of gaining and spreading knowledge. Among the various technological advancements currently facilitating teaching and learning in several educational disciplines, mobile technology is noteworthy. These days, almost all students keep a mobile phone and use its applications for different purposes. With the integration of technology in education, mobile devices are also being incorporated in numerous educational disciplines including language learning. This research was carried out to study students’ perception of the impact of WhatsApp in learning English language. A questionnaire of 27 items was administered to find out the perception of 157 students about the impact of WhatsApp in English language learning. Students’ access to internet was also explored to study the influence of the availability of internet on students’ perception. The findings showed that students have a positive perception of the influence of WhatsApp in English language learning. They believe that using WhatsApp for language learning gives them confidence, improves their English language knowledge and enhances their four language skills. They also gave a positive response about the ubiquitous use of WhatsApp and their preference of using WhatsApp as compared to other teaching and learning pedagogies.
Digital technologies, big data and ideological (neoliberal) fantasies

Many fantasies hold that digitalisation can construct democratic spaces for discussing experiences about educational matters. However, based on thinkers such as Rancière, Žižek and Agamben, it is argued that increased big data production in education through digitalisation does not support such democratic spaces. Instead, it mirrors a neoliberal fantasy and a form of instrumentarian power that distributes the sensible in mechanical (numerical) ways. Democracy in education is at risk of being dismantled by perceptions that democratic conversations and struggles are unproductive and do not contribute to the desired numerical visualization of learning results, achievements and competitiveness of students.
Context-Dependent Object Proposal and Recognition

Accurate and fast object recognition is crucial in applications such as automatic driving and unmanned aerial vehicles. Traditional object recognition methods relying on image-wise computations cannot afford such real-time applications. Object proposal methods appear to fit into this scenario by segmenting object-like regions to be further analyzed by sophisticated recognition models. Traditional object proposal methods have the drawback of generating many proposals in order to maintain a satisfactory recall of true objects. This paper presents two proposal refinement strategies based on low-level cues and context-dependent features, respectively. The low-level cues are used to enhance the edge image, while the context-dependent features are verified to rule out false objects that are irrelevant to our application. In particular, the context of the drink commodity is considered because the drink commodity has the largest sales in Taiwan’s convenience store chains, and the analysis of its context has great value in marketing and management. We further developed a support vector machine (SVM) based on the Bag of Words (BoW) model with scale-invariant feature transform (SIFT) descriptors to recognize the proposals. The experimental results show that our object proposal method generates many fewer proposals than those generated by Selective Search and EdgeBoxes, with similar recall. For the performance of SVM, at least 82% of drink objects are correctly recognized for test datasets of various challenging difficulties.
The Effect of Human Resource Skills on Risk Management in AL-Manhal Contracting EST

The study aimed to examine the effect of human resource skills (technical skills, intellectual skills, and communication skills) on risk management (risk identification, risk transfer, and risk reduction) in AL-Manhal Contracting EST in Jordan. The study was conducted on a sample of (226) employees in the company. The study used a descriptive and analytical method. The results indicated that there are high levels of human resource skills, preceded by technical skills, then communication skills, and finally intellectual skills. As for the dimensions of risk management, the results indicated that there is a high level of risk identification, while risk transfer and risk reduction came at medium levels. The results showed that there is a significant effect of human resource skills on risk management.
Two agents with GBFS algorithms working cooperatively to get a shortest path

This study is carried out in order to verify if the implementation of the concept of cooperative work among two agents, that use path planners A* to obtain the shortest path (previous work of the authors) is also valid when the cooperative strategy is applied using another path planner such as the so-called GBFS (Greedy Best First Search). In this sense, this paper shows a path planning strategy that combines the capabilities of two Agents each one with its own path planner GBFS (slightly different from each other) in order to obtain the shortest path. The comparisons between paths are made by analyzing the behavior and results obtained from the agents operating in different forms: (1) Working individually; (2) Working as a team (cooperating and exchanging information). The results show that in all analyzed situations are obtained shortest traveled distances when the path planners work as a cooperative team.
New method for summative evaluation of UML class diagrams based on graph similarities

This paper deals with the problem of the evaluation of the student's productions during the construction of a UML class diagram from textual speciations, which can be a tedious task for teachers. The main objective is to propose a method of summative and semi-automatic evaluation of the class diagrams produced by the students, in order to provide an educational reaction on the learning process, and to reduce the evaluation work for the teachers. To achieve this objective, we must analyze these productions and study the transformation, matching, similarity measurement and comparison of several UML graphs. From this study, we adopted a method based on the comparison and matching of the components of several UML diagrams. This proposal is applied to evaluate UML class diagrams and focuses on the structural and semantic aspects of the UML graph produced by students compared to several solutions proposed by the teacher.
Peningkatan Keterampilan Teknologi Informasi untuk Optimalisasi Tata Kelola dan Proses Pembelajaran Taman Kanak-Kanak Aisyiyah Bustanul Athfal

Aisyiyah Busthanul Athfal Kindergarten (TK ABA) is a pre-primary educational institution established by the Muhammadiyah foundation, which is expected to create quality future generations in terms of formal, religious, and social education. In managing a kindergarten institution, a management system and adequate human resources are needed in terms of skills such as information technology (IT) skills. The purpose of the community service activities carried out is to introduce IT skills to the teachers of TK ABA Ponggalan, Giwangan. These community service activities were carried out by providing 4-meetings, computer training, and introduction to computer applications that are important in learning management at TK ABA. The results of data analysis showed that 83.33% of teachers had never received formal or non-formal IT training. The evaluation of community service activities shows that 100% of teachers are satisfied with the training provided. The aspect with the lowest level of satisfaction is related to the adequacy of the material provided in the training because it is still at the introductory level. Through the service activities carried out, it can be concluded that providing IT training for teachers of TK ABA is essential in supporting the management and learning at TK ABA Ponggalan, Giwangan. This, of course, can increase the trust of parents and the interest of prospective students in schools, which indirectly affects school income and welfare.
THE EFFECT OF THEMATIC PATTERNING TECHNIQUE ON STUDENTS’ WRITING COMPETENCY OF TENTH GRADE STUDENTS AT SMAN 4 SINGARAJA

This study aimed at investigating whether there is a significant effect of the implementation of Thematic Patterning Technique on students’ writing competency of the tenth grade students at SMAN 4 Singaraja. This is an experimental research. The population of this study was the tenth grade students. There were two classes, consist of 75 students who were chosen as the samples of the study. Random sampling was used in order to find out the Experimental group and the Control group. This study was designed Posttest Only Non Equivalent Control Group design. The results of the posttest were analyzed descriptively and inferentially. Moreover, the results found that there was a significant difference of implementing thematic patterning technique on students’ writing competency of tenth-grade students at SMAN 4 Singaraja since, the students who were taught by using thematic patterning technique got higher score than students who were taught by using conventional technique (inquiry). Keywords: Thematic Patterning Technique, Writing
Petrogenesis and U-Pb dating of the Late Neoprotrozoic Metarhyolites of the Majerad Igneous-Metamorphic Complex (SE Shahrood): An implication to the Formation and Development of the Intracontinental Extensional basins in the Iranian Gondowanan Terrenes

Petrogenesis and U-Pb dating of the Late Neoprotrozoic Metarhyolites of the Majerad Igneous-Metamorphic Complex (SE Shahrood): An implication to the Formation and Development of the Intracontinental Extensional basins in the Iranian Gondowanan Terrenes
APPLICATION OF TUTORING IN A PROJECT AND RESEARCH ACTIVITY UNDER BASIC PROFESSIONAL EDUCATION

Providing senior students with a basic professional education in the field of economics and management is most effective when applying a project and research activity, as well as the analysis of modern data and digital technologies methods.At the same time, introducing initial specialized education in the field of economics and managerial orientation, implemented in the "school -higher educational institution" paradigm, does not imply the formation of narrow specialists, but reveals to them actual attractive facets in a particular field, highlighting the competencies of the future profession they have chosen, different aspects of which they encounter daily.In this regard, the most important today is the transition to a more sophisticated "teacher-tutor" level of education, which helps to look at the research problem from a different angle so that the "ideal" images in senior students' minds could lead to the formulation of vital ideas which will transform the reality of the world.As a result of the studies carried out on the application of the project and research activity in the -school -university -employer‖ link, the following important features have been identified.Thus, 70% of future applicants, who realize their creative potential participating in research competitions and various contests, have the goal of entering universities of an economic and management profile.Consequently, such activities of enrollees result in the desire to change the situation for the better, including the situation in the country.Therefore, expanding the horizons of knowledge and skills at the "teacher -tutor" level for adolescents, allows them to more competently relate to finances in their family, adapt the knowledge gained to their actions and critically assess the consequences of their decisions.
A Flexible Electronic Data Exchange Framework Based on Consortium Blockchain

With the rise of Internet-based services and platforms to address and support system scalability, data security, service trustability and user privacy protection, it is hard for traditional electronic data exchange systems based on centralized architecture and private network to serve enterprises and organizations well. In this study, an electronic data exchange framework based on consortium blockchain is proposed to support Internet-based flexible decentralized electronic data exchange service. By adopting blockchain and decentralized public key infrastructure technologies, the proposed framework natually achieves system scalability, service trustability, data security and user privacy protection. A system prototype is constructed to evaluate the performance of the proposed framework. The experimental results show that the prototype can generate 60 data exchange contracts per second; it is around 5 million data exchange volume in 24 hours.