Reviewerly/exHarmony huggingface dataset:
Ontology as a tool to describe the factory

The article aims to understand the structure of the factory and to capture knowledge using ontology at the highest level of abstraction. The concept paradigm was used to create knowledge about the manufacturing company. The motivation of the article is the work in the plant and its help in describing the failure of individual machines. The result of this work is ontology, which bears the knowledge of the manufacturing plant (factory).
Reconstruction Of Instructional Material For Christian Higher Education; A Way Of Strenghtening Attitude Upon Fear Of God

This article purposively deals with the research result and its implication in human life. The conducted research belongs to ethnography research which is purely applied qualitative method by using social-involving approach coring on the problem of the research namely “How to reconstruct instruction
Specifics of Formation and Development of Students’ Independence in the Digital Educational Environment

The relevance of the study of the problem of formation and development of students’ independence is due to the active formation of the digital educational environment in the conditions of unknown consequences and risks of students’ adaptation to the conditions of life in the digital world.The purpose of the study is to identify the risks of students’ adaptation to the conditions of life in the digital world in the context of formation and development of their independence in the digital educational environment, as well as to search for possible solutions to these problems.The study was based on the analysis of changes that have occurred in the communication sphere and educational environment due to the widespread use of electronic means of communication and information technologies. The solution is being searched when students activate the reserves of various models of information perception.The paper discusses the trends and consequences of the students’ constant use of information support of the Internet, which ambiguously influences the development of their creative abilities. The study also revealed changes in the content and the transformation of teachers and students’ ideas about self-educating activities. It states the problem of formation and development of students’ autonomy in a digital learning environment.Aiming at solving the identified problem, the materials presented in the paper allow us to offer not only interactive opportunities and a variability of tasks aimed at the subject-oriented motivation of students, but also the use of material sign-symbolic models that require individual manipulative activity. The authors developed the method of using contour objects and models, the scale and design of which provide for various operations with them using fingers, which helps to concentrate students’ attention on their actions with objects. They also initiate individual creative activity and independence of actions.Fragments of training programs were prepared; experimental courses were conducted in the format of additional education in groups of students using specialized sets for constructing sign and symbolic models in the form of contour shapes.
Developing Monte Carlo Simulator of Reinforcement Learning Type

Monte Carlo methods are a way to solve the reinforcement learning problem based on average test results. To ensure that well-defined results are available, Monte Carlo methods are used only for episodic tasks. The Monte Carlo term is often used more widely in any valuation method whose operation involves significant participation on a random basis. Here it is specifically used for methods based on the average of full results (as opposed to methods that are learned from incomplete results). The paper describes a simulator for estimating raindrops in a specific area using the package matlib. Keywords: Monte Carlo, reinforcement learning, simulation, matlib, python
LibGuides: Voting 101: New Jersey Ballot Bowl

To aid students in making informed voting decisions and to become familiar with the voting process.
EVALUATING THE USER EXPERIENCE OF LEARNING TOOLS FOR PUPILS WITH PIMD

The learning tools for students with profound intellectual and multiple disabilities (PIMD) are usually optimized for teaching efficiency upon teachers recommendations because children with PIMD are not able to provide feedback on pragmatic satisfaction due to their non-symbolic level of communication. Authors propose an approach of user-centered design, where such learning tools are optimized for pleasure to achieve students' better engagement with the tools. Previous similar works have found pleasure to be positively correlated with both the perceived pragmatic value of the product's use and user's engagement. Authors hypothesize the learning effect to be improved with more engaging tools. This study intends to explain the specific needs of PIMD students in order to inform the design of learning tools.Four students with PIMD, aged between 7 and 20 years participated in the study. Two of the participants had significant, while the other two had minor disabilities in motor skills. The participants tested 13 learning tools, chosen intentionally to have a large variety of designable features. Videos of the sessions were recorded to observe participants' behaviour. Participants' satisfaction with tools was assessed on 9-p symmetrical scales using behaviour indicators. The satisfaction metrics, which characterizes participants' pleasure was considered a key value in the optimization of learning tools. 31 design attributes were deployed to inform the design. These attributes were selected upon the literature to be relevant for PIMD education and user engagement. Three experts evaluated all 13 learning tools using the attributes, producing thereby a comparable profile of each tool. Further, the design space was compiled to make sense of previously established PIMD-specific design attributes. Multidimensional scaling and principal component analysis were used to map the perceived pleasure along with design attributes. The generated design space would allow explaining pleasure-related features of learning tools on general-, group- (the two groups with more and less limited motor skills) and individual level.The study concluded with two main outcomes. First, the list of attributes, related to pleasurable use by all participants. Most pleasurable were found the tools, which worked in the cause-effect principle and the ones, which can be used independently by students with PIMD. Authors also found the features of playfulness and the joy of discovery be relevant for pleasure. The interplay between various features was observed to evoke pleasurable use e.g. visual attractiveness and tactile versatility can not compensate for limited interactive modality. The study confirmed earlier findings that students get more easily engaged by auditive learning tools and the tools they can use independently or with minimal help. Second, the design space, created through design attributes and behaviour indicators can be used by designers to select purposefully the prototypes of learning tools for further development, as well as by pedagogues to select suitable tools according to students' needs.
Correction to “Evaluation of Presence in Virtual Environments: Haptic Vest and User’s Haptic Skills”

In the above article <xref ref-type="bibr" rid="ref1" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">[1]</xref> , the affiliation of all authors should read “Centre for Automation and Robotics (UPM-CSIC), Universidad Politécnica de Madrid, 28006 Madrid, Spain.”
Deep Reinforcement Learning of an Autonomous Mobile Robot in Target Reaching Tasks Avoiding Obstacles

The authors have been studying on application of deep reinforcement learning methods to an autonomous mobile robot in target reaching tasks avoiding obstacles under uncertainties. In this report, randomly moving obstacles are newly introduced and effects of state selections on learning performance of Double DQN are examined. Learning simulations are performed using a robot model TurtleBot3 burger with an onboard 2D-LiDAR using a revised Gazebo simulator. As a result, it is confirmed that the number of success in target reaching avoiding obstacles during the learning process increases when the distance and the direction of the nearest obstacle from the robot are included in the states selection.
Evaluation of Generative Modeling Techniques for Frequency Responses

During microwave design, it is of practical interest to obtain insight in the statistical variability of a device&rsquo;s frequency response with respect to several sources of variation. Unfortunately, the frequency response acquisition can be particularly time-consuming or expensive. This makes uncertainty quantification unfeasible when dealing with complex networks. Generative modeling techniques that are based on machine learning can reduce the computation load by learning the underlying stochastic process from few instances of the device response and generating new ones by executing an inexpensive sampling strategy. This way, an arbitrary number of frequency responses can be obtained that are drawn from a probability distribution that resembles the original one. The use of Gaussian Process Latent Variable Models (GP-LVM) and Variational Autoencoders (VAE) as modeling algorithms will be evaluated in a generative framework. The framework includes a Vector Fitting (VF) pre-processing step which guarantees stability and reciprocity of S-matrices by converting them into a suitable rational model. Both GP-LVM and VAE are tested on the S-parameter responses of two linear multi-port network examples.
Confronting Cyber Threats to Your Practice

Cyberattacks can take place against any entity on any scale, striking both individuals and multinational companies with consequences big and small. As we have seen repeatedly, not even the largest ...
INSTRUMENT FOR MONITORING AND APPLYING STEAM COMPETENCIES IN A BUSINESS MANAGEMENT COURSE

M. Segarra-Oña, A. Peiro-Signes, B. de Miguel Molina, V. Santamarina-CamposUniversitat Politècnica de València (SPAIN)
An Experiment on Text Summarization: Frequent Terms and Concept Definition Extraction

This paper explores the idea that the main concepts of definitions are very good candidates for the process of automatic summarization. Our objective is to develop a methodology to automatically determine these important concepts within a given document. To this end, we propose an algorithm that uses the TF-IDF measure as the sorting criterion of the concepts. Finally, we make an assessment of the descriptive capacity of the selected concepts taking into account the main subject of the source document. Based on this, we conclude that they can indeed be considered important enough to be used in a summarization process.
Explaining machine learning models using entropic variable projection

Abstract In this paper, we present a new explainability formalism designed to shed light on how each input variable of a test set impacts the predictions of machine learning models. Hence, we propose a group explainability formalism for trained machine learning decision rules, based on their response to the variability of the input variables distribution. In order to emphasize the impact of each input variable, this formalism uses an information theory framework that quantifies the influence of all input–output observations based on entropic projections. This is thus the first unified and model agnostic formalism enabling data scientists to interpret the dependence between the input variables, their impact on the prediction errors and their influence on the output predictions. Convergence rates of the entropic projections are provided in the large sample case. Most importantly, we prove that computing an explanation in our framework has a low algorithmic complexity, making it scalable to real-life large datasets. We illustrate our strategy by explaining complex decision rules learned using XGBoost, Random Forest or Deep Neural Network classifiers on various datasets such as Adult Income, MNIST, CelebA, Boston Housing, Iris, as well as synthetic ones. We finally make clear its differences with the explainability strategies LIME and SHAP, which are based on single observations. Results can be reproduced using the freely distributed Python toolbox https://gems-ai.aniti.fr/.
EDUCATION IN MANAGEMENT AT THE UNIVERSITY DURING A PANDEMIC COVID-19

Appears in: ICERI2020 Proceedings Publication year: 2020Pages: 7024-7029ISBN: 978-84-09-24232-0ISSN: 2340-1095doi: 10.21125/iceri.2020.1504Conference name: 13th annual International Conference of Education, Research and InnovationDates: 9-10 November, 2020Location: Online Conference
Výplň týlní deprese sesuvu mezi Židlochovicemi a Blučinou na severozápadním okraji Výhonu

The studied area is located in a small basin between between Strže („Cézavy“) and Výhon hills. The „Cézavy“ site is an important Bronze Age enclosed settlement. Geological setting was examined by coring and electric resistivity tomography. Selected horizons were dated by C14 method. Holocene infill of basin is composed of two sedimentary units: intra-basin facies of dark coloured lacustrin-swamp clayey-silty sediments and marginal facies of clayey-silty-sandy sediments. Basin of assymetrical shape is deepest near foothill of „Cezávy“, where started infilling of basin as soon as ~3600 BP or earlier. The basin is delimited by bodies of Miocene rocks. Geochronological model shows existence of swamps-lacustrine basins in a time span since 17th century BC till 18th centuriy AD. It indicates, that main cause that filled the basin is individual landslides. Every landslide event caused new spatial configuration of basins and elevations. Last significant events were probably extensive, historically recorded landslides in 70‘s of 18th century. Recent morphology was formed as late as in 19th century.
Implementation Simple Fitting System Using Image Recognition for Portable Device

Most fitting systems have to rebuild the 2D or 3D clothes or human body models, but only few manufacturers spend time and cost to re-draw these virtual models. And most fitting systems also deployed base on PC. This study proposes to implement simple fitting system for portable device that deployed in an embedded system with a touch panel, light and a build-in camera. Users can search to their favorite websites to select the desired clothes, and use the built-in camera to take portrait photo or to select the preset user image that has been stored inside the system. In the system processes images without need for an external processing unit based on embedded system. The requirements of image capturing, target detection, allocate target position, and implementing based as embedded system on the programming language with image recognition library. User can immediately see the image of the selected clothes worn on them. This makes it easily to view the dressing photo of favorite the clothes from the website, so that users can choose clothes quickly and easily.
Supercomputing on Nitro in AWS Cloud

Amazon Web Services (AWS) took a fresh look at the network to provide consistently low latency required for supercomputing applications, while keeping the benefits of public cloud: scalability, elastic on-demand capacity, cost effectiveness, and fast adoption of newer CPUs and GPUs. We built a new network transport protocol, Scalable Reliable Datagram (SRD), designed to utilize modern commodity multi-tenant datacenter networks (with a large number of network paths) while overcoming their limitations (load imbalance and inconsistent latency when unrelated flows collide). Instead of preserving packets order, SRD sends the packets over as many network paths as possible, while avoiding overloaded paths. To minimize jitter and to ensure fastest response to network congestion fluctuations, SRD is implemented in the AWS custom Nitro networking card. SRD is used by HPC/ML frameworks on EC2 hosts via AWS Elastic Fabric Adapter (EFA) kernel-bypass interface.
Logros y perspectivas de la educación superior a distancia en el Tecnológico Nacional de México

The objective of the article is to analyze achievements and perspectives of higher education of the Technological Institutes in Mexico, its history and educational offer in the different study modalities; It addresses the question: what projects have technological institutes carried out in the distance modality in the country's regions?An exploratory qualitative inquiry is used that allows a review of the history, creation, and consolidation of Technological Institutes, highlights the achievements and projects of distance education at the National Technological Institute of Mexico, as well as the diversity of its educational offer. The analysis obtained in consideration of the world panorama, allows us to identify the urgent need to advance in the development of educational models that take advantage of Information and Communication Technologies in response to the influence of international organizations, to the new needs of the knowledge society and its global context.
Phenomenon of Cultural Dialogue in Development of Mathematical Culture of Students

The process of modernization of the present-day educational system, as well as the public demand for the formation of high school graduates’ mathematical cultural skills are an important, but understudied, cause for concern.The convergence of natural and mathematical studies and the Humanities through the concept of dialogue of cultures is becoming one of the high school’s educational priorities. It enables graduates’ continuous worldview formation and their readiness to practice self-directed learning. In this context, the purpose of this research is to provide theoretical justification and rationale for the formation of an educational environment which will enable a contextual approach to intercultural dialogue. The article provides theoretical justification and clarification of the category of ‘mathematical culture’ and at submitting experimental proof of the need to create an educational intercultural environment. The framework of the research includes methods of theoretical analysis, generalizations, scientific literature interpretation, as well as empirical research methods such as surveys and observation (search and standardized observation) and pedagogical experiment. The paper presents a theoretical model of the levels of high school students’ mathematical culture formation. The model’s criteria and its measurements have been provided for. A set of didactic conditions for the development of high school students’ mathematical culture based on the dialogue of cultures is identified. The practice-oriented materials presented in the article will help schoolteachers in creating an intercultural educational environment that will enable the development of high school graduates’ mathematical culture.
Development of interactive multimedia based on lectora inspire in kingdom monera material

Interactive multimedia based on Lectora inspire referred to in this research was learning media of based ICT created to use the Lectora inspire computer program. This research aims to develop learning media and determine students' responses to interactive multimedia based on Lectora inspire that appropriate to be used as learning media in the kingdom monera. This research was the ADDIE development model consisting of five stages of analyzing, design, develop, implement, and evaluate. The students response questionnaire consisted of 3 aspects namely cognitive, affective, and conative consisting was 22 items. Research subjects is students of class XI in SMA Negeri 2 Pontianak, SMA Negeri 10 Pontianak, and MAN 1 Pontianak. The results of interactive multimedia based on Lectora inspire validation for the eligibility to obtain a Content Validity Index value was 1.00 and declared valid. A small-scale trial consisting of 18 students received an average rating is a good category. Whereas a large-scale trial consisting of 36 students obtained an average score in the very good category. The results obtained it was concluded that interactive multimedia based on Lectora inspire was suitable for use as a medium in schools and there needs to be implemented to see acheviement.Keywords: Kingdom monera, lectora inspire, interactive multimedia, response
Estimation of effort in agile software development: Study of the current state in Bogotá

Context: Over the years, numerous studies have been developed related to estimating effort in agile software development, which allow us to understand the advances that have been made and the need for their use in companies. Objective: To know the perspective of entrepreneurs from different organizations in Bogotá that work in the sector or are related to the development of agile software and those who have had projects related to the subject. Method: For the elaboration of the article, a bibliographic research is carried out. Results: The data obtained are from 314 respondents in the city of Bogotá, the main findings are: 1) For companies it is extremely important with (34%) the adoption of an effort estimation methodology. 2) The most used estimation technique is the use case point with (43.31%). 3) The most used effort predictor is the Code Line (38.85%) and followed by this STORY POINT with (33.76%). 4) The agile methodology adopted in companies is SCRUM with (43.95%). 5) As the most determining factor to estimate the effort, the team experience with (53.50%) is considered. 6) In the percentage of error between estimate of projected effort and real effort (26.75%) of the respondents determine that this 5% -25% is underestimated. 7) Finally, as a difficulty in your company to estimate the effort of projects through agile software development, the respondents recognize (26.11%) that the resources are the greatest. Conclusions: The estimation of effort is relatively variable, for many companies this depends on the needs of each one, on the other hand, the use of agile methodology and estimation techniques varies in its use depending on the cross between them and how they are used. complement each other.
Cyber security: 10 tips for staying safe when video conferencing

The COVID-19 lockdowns have meant a rapid adaptation to remote working, with video conferencing playing a big role. There has been a huge rush to download video conferencing apps to enable team meetings and visual contact with clients as well as family and friends. One of the most popular was Zoom but it very quickly suffered criticism for its failure to secure data and privacy. Reports of uninvited 'zoom bombings' soared.
Designing a ComicQu Application for VIII Graders’ Reading – Writing Assessment

This study aimed at producing media that contain the ComicQu application as media. This type of research is RD 2) Results on Md (Mean Difference) computation between the average scores of pre-and posttest on the learners’ reading-writing skills showed Md = 78,2 > 63,2 which was considered significantly higher than the demanded school’s KKM (Kriteria Ketuntasan Minimum) or the Minimum Criteria of Learners’ learning Mastery; 3) Expert Judgement also revealed coefficient scores respectively 98.34 from the ELT expert and 78.75 from the IT expert. Thus, it can be concluded that ComicQu is appropriately to use as an alternative media to improve the learners’ reading-writing skills of English particularly at the understudied class.