Reviewerly/exHarmony huggingface dataset:
Differences in the Characteristics of Ischemic and Haemorrhage Stroke Patients with Mechanical Phlebitis

Introduction: One of the complications of stroke patients receiving intravenous therapy is mechanical phlebitis. The purpose of this study was to analyze the differences characteristic of stroke patients who experienced mechanical phlebitisMethods: This study was used a comparative descriptive method with a documentation study design. The subjects of this study were stroke patients who experienced mechanical phlebitis from January 2018 until September 2020. The sampling method used total sampling with 92 samples. Data analysis using Chi-squared test.Results: Gender (p = 0.020) had a significant difference with the incidence of mechanical phlebitis in stroke patients. Characteristics of age (p=0.511), history of hypertension (p=0.058), diabetes mellitus (p=0.503), pneumonia (p=0.164), and stroke (p= 0.160) did not have a significant difference with the incidence of mechanical phlebitis in stroke patients.Conclusion: There are differences in gender characteristics in stroke patients who experience mechanical phlebitis.
A distributed framework to investigate the entity relatedness problem in large RDF knowledge bases

The entity relatedness problem refers to the question of exploring a knowledge base, represented as an RDF graph, to discover and understand how two entities are connected. This question can be addressed by implementing a path search strategy, which combines an entity similarity measure, with an expansion limit, to reduce the path search space and a path ranking measure to order the relevant paths between a given pair of entities in the RDF graph. This paper first introduces DCoEPinKB, an in-memory distributed framework that addresses the entity relatedness problem. Then, it presents an evaluation of path search strategies using DCoEPinKB over real data collected from DBpedia. The results provide insights about the performance of the path search strategies.
The Role of AES and RC5 Algorithm: A Cryptosystem Model to Secure Information in the Image based Steganography along with Watermarking

In the brand new technology of cutting-edge technological know-how and era is advanced day via way of means of day. The information confidentiality is danger everywhere in the global and it will increase rapidly. Steganography and cryptography are very vital strategies applied in facts safety to cowl and steady mystery messages in transmitting facts. In this we launch, put in force and check a completely sole technique that can be used as a steady and extraordinarily budget friendly technique {of facts|of knowledge|} interest in addition to information extracting (Jagadeesan, S., 2020). Some efficiency parameters are going to be thru an test received and in comparison with opportunity current approaches parameters to show the efficiency of the deliberate technique. Here we proposes a brand new method to hiding the information the use of steganography strategies primarily based totally on AES and RC5 set of rules cryptosystem. The word Steganography is the splendor of hiding mystery information in the back of the photos, videos, sound and textual content to cowl the name of the game communication. Cryptosystem is the system which given our technique extra perfection. The visible first-class of the quilt photo certainly nice, nobody can consider it how personal information are transmitted the use of this technique. This suggest technique and set of rules ability is exceedingly bendy than different posted set of rules. The AES and RC5 set of rules has no more difficulty and it looks as if thoroughly to hiding the personal information.
ABOUT SOME PROBLEMS OF ONLINE CHEMISTRY TEACHING IN HIGH SCHOOL

A number of topical problems of higher education caused by the processes of its digitalization are discussed, including the problems of university online teaching of chemistry and other chemical disciplines. The problem of incorrect use of educational information by students from the Internet is due to the excessive dependence of students on digital technologies and their insufficiently critical attitude to online educational information. The related problem of replacing systematic knowledge with superficial and incomplete information from sources of digital communication requires an immediate solution. The specifics of online teaching also cause special psychological problems of the relationship between the teacher and students. The problem of incomplete adequacy of electronic media used in the educational process and the related problem of insufficient technical support of online technologies are also serious. Possible ways and means of solving these problems are considered.
Automatic Classification of Software Requirements using Artificial Neural Networks: A Systematic Literature Review

Software requirements classification is a human-intensive task performed during the requirements analysis phase in software development. This literature review analyzes the state-of-the-art of the classification of software requirements using Artificial Neural Networks. Fourteen articles were selected to conduct the review. Sixteen different techniques to classify requirements were identified where, besides artificial neural networks, the most popular are Naive Bayes and the Support Vector Machine. Among the reported Artificial Neural Networks, we identify Convolutional Neural Networks and a Shallow Neural Network. We also found seven approaches that classify functional and non-functional requirements, six that classify only non-functional requirements, and one of them that classifies only functional requirements. The most used metrics to express classification results were accuracy, recall, and F-score. Finally, the results of the classifiers are gathered and reported.
Image Segmentation by Pairwise Nearest Neighbor Using Mumford-Shah Model

Mumford-Shah model has been used for image segmentation by considering both homogeneity and the shape of the segments jointly. It has been previously optimized by complex mathematical optimization methods like Douglas-Rachford, and a faster but sub-optimal k-means. However, they both suffer from fragmentation caused by non-convex segments. In this paper, we present hierarchical algorithm called Pairwise nearest neighbor (PNN) to optimize the Mumford-Shah model. The merge-based strategy utilizing the connectivity of the pixels prevents isolated fragments to be formed, and in this way, reaches better quality in case of images containing complex shapes.
Talking Trash: The Rhetoric of Waste Bins

There is no mythical “land of away.” We have a trash problem, and plastic is a major contributor. In 2015, we generated 34.5 million tons of municipal solid plastic waste (EPA, “National Overview”), and it is only a part of our waste. Ironically, plastic containers, from household cans to plastic liners to the large green curbside bins, held that solid waste at one time—and were soon to be their own contribution to the 3.4 million tons. The banality, opacity, and capacity of our waste bins facilitate consumer culture. Reflective design, however, can help us query our trash practices by defamiliarizing the trashcan through making its attributes and properties visible and explorable. “Talking Trash” is an act of reflective design in which I wove a waste bin from the environmental articles of various magazines. Next, I set up a Twitter account, @Talking_Trash_, to tweet about items I was placing in the bin. Then, I considered the pedagogical value of Talking Trash and similar reflective design projects in environment humanities classes. Ultimately, I argue that our trashcans engage in a rhetoric of the everyday that encourages consumer practice and waste-world-making. Talking Trash provides insight into the public and private natures of waste, the revealing and concealing our bins promote, and the affordances of materiality present in our waste bins. Talking Trash is an intervention of hope.
Beyond validation: assessing the legitimacy of artificial neural network models

Artificial neural network models have been used extensively for prediction and forecasting over the last 25 years.As the data used to develop ANNs contain important information about the physical processes being modelled, it is generally implied that a model that has been calibrated (trained) and performs well on an independent set of validation data represents the underlying physical processes of the system being modelled.However, this is not necessarily the case, most likely due to problems with equifinality, where different combinations of model parameters (e.g.connection weights) result in similar predictive performance.Consequently, there is also a need to check the behaviour of calibrated ANN models as part of the validation process, which is commonly referred to as structural, conceptual or scientific validation (Figure 1).This checks whether the input-output relationship captured by the model is plausible in accordance with a priori system understanding.
Accessibility in the Software Development Life Cycle: A Systematic Literature Review

Accessibility is an issue that has not been given due importance, since software products developed that lack it continue to be observed. Software developers are not considering the accessibility in the Software Development Life Cycle (SDLC), giving a sense that there is not enough information about this topic. This paper presents a Systematic Literature Review (SLR) with 40 primary studies comprehended between 2015 and 2021, which addressed accessibility in any of the four main phases of the SDLC: requirements, design, construction, and testing. The results indicated that the design phase is the most considered when discussing accessibility, followed by the requirements and testing phases, leaving the construction phase as the least addressed. This SLR has the purpose of aiming software engineers with the most updated view of activities and artifacts used to address accessibility in the SDLC, including techniques to verify it in a software product.
Complexity of digital resources: an analysis based on their conceptual networks

Knowing the level of complexity of digital resources is crucial to delimit their use in the educational context. This paper summarizes the contributions of my thesis and focuses on strategies to build conceptual networks based on the content of digital resources; identifying metrics and features to measure complexity in conceptual networks accurately; and, proposes new approaches to level digital resources complexity. The contributions of this thesis are extensively evaluated with two large datasets containing resources in varied levels of complexity. The results show that the proposed metrics and features are suitable to estimate digital resources complexity and applicability in educational scenarios. The outcomes of this thesis have been published in high-impact venues.
Developing Academic Writing Skills Through Reflection

Today, there is a need to rationalize the organization of educational and cognitive activities aimed at the formation and development of the academic competence of students.This proves to be a challenging task as there is a contradiction between the need to master the knowledge and skills of academic writing and the insufficient development of modern programs for teaching academic writing in a foreign language in Russian linguodidactics.Therefore, there is a necessity of search for efficient ways of developing students' argumentation skills through teaching them writing academic essays.It is compulsory from the early stages of higher education to develop the skills necessary for mastering academic competence, such as the ability to self-educate, orientation in the electronic educational environment of the university, and work with the resources of the electronic library.In this regard reflection as a means of taking a research position is considered to be a helpful method of developing academic communication skills.The present paper explains the role of reflection in the process of mastering the skills of writing an academic argumentative essay in a foreign language.
Pengembangan E-marketplace In-game Currency Menggunakan Framework Laravel dengan Metode Extreme Programming

In-game currency can be used to purchase various in-game items, especially in online games. In addition, in-game currency is also widely traded by players in certain online games. This eventually causes the potential for scam in buying and selling in-game currency to increase. This happened because there is no place that can be used by players to do transactions safely. The purpose of this research is to design and develop an e-marketplace for in-game currency using the Extreme Programming method which consists of planning, design, coding, and testing stages. This in-game currency e-marketplace application will be developed using the Laravel framework, which is one of the open-source PHP frameworks. The result of this research is an e-marketplace application that can be used by in-game currency buyers or sellers to do buying and selling easily and safely. With this e-marketplace, buying and selling in-game currency transactions will be easier, faster, and also scam-free
Player and Game State Classes Part 1

In this chapter, we’re going to take a look at the classes that are responsible for tracking the player and game states. We'll review some key classes in this chapter that demonstrate how to maintain centralization of data and functionality in a component based game engine such as Unity. Furthermore, we'll dive deeper into the core code of the Hover Racers project and review the class that powers the game's individual players.
Penerapan Application Programming Interface (API) Pada Push Notification Untuk Informasi Monitoring Stok Barang Minim

Technological advances along with the times are getting more targeted and easier in everyday life, one of which is in industrial companies. In every industrial company there is a purchasing department whose job is to make purchases of goods if the stock of goods is running low. But the Purchasing section always has difficulty controlling the minimal stock of goods that are so many in the company, so that there are often delays in purchasing goods, this is due to the ineffectiveness of the process of delivering information about minimal stock data from both the raw material warehouse and from the existing system. In this research, a prototype is made to be a solution to existing problems, where the Application Programming Interface (API) will be able to become a liaison between existing systems and other systems that will send push notifications in sending information about stock data that has reached the limit. minimal when the transaction process is still going on, so as to reduce the level of delay in purchasing goods as a result of the ineffectiveness of notification of information regarding the minimum stock of goods that has occurred so far. A feasibility test has been carried out on the prototype that was built, with a feasibility value of 71% which means that the prototype built is feasible and has also been tested for accuracy using the Field Observation Method with 80% effectiveness results.
TOWARDS WEBCAM-BASED FACE DIRECTION TRACKING TO DETECT LEARNERS' ATTENTION WITHIN ASYNCHRONOUS E-LEARNING ENVIRONMENT

Abstract. Recently, as a consequence of COVID-19 pandemic, the delivery of education at most of the educational institutions depended mainly on e-learning. So, the researchers give more attention for both synchronous and asynchronous e-learning. Although from an economical perspective, asynchronous e-learning seems to be the best e-learning option for institutions, still one of the biggest challenges is how to keep learners motivated for the entire learning process. One of important motivational factors that drives the success of the learning process is the learner attention. Therefore, to retain the learners' attention during the asynchronous e-learning process, we need first to detect their loss of attention. Accordingly, more studies started to focus on detecting learners’ attention. However, those studies can't be widely used for attention detection within asynchronous e-learning environments, as the used approaches tend to be inaccurate, and complex for the design and maintain. In contrast, in this study, we explore the possibility to find a simple way that can be widely used to detect learners' attention within the asynchronous e-learning environments. Therefore, we used webcams which are available in almost every laptop, and computer vision tools to detect learners' attention by tracking their faces. Thereafter, we evaluated the accuracy of our suggested method, the result of this evaluation showed that our method is efficient.
FROM ELECTRONIC PROCESSES IN LIVING AND INANIMATE NATURE TO SOCIALLY SIGNIFICANT

Modern information and communication tools significantly expand a person's capabilities for personal and group participation in the economic, political and social life of society, allow him to interfere in the activities of state authorities. In an attempt to curb these spontaneous dynamics as threatening the stability of the existing order, the state and power elites use classical technologies dating back to the days of Machiavelli, which provokes an increase in turbulence in society. In the theory of cybernetics, the idea has developed that overcoming technologies such as "controlled chaos" will be associated with the paradigm of transition from observing systems to self-developing systems. In theoretical terms, the implementation of this concept rests against the lack of clarity about the unity of controlled environments - natural and social. which indicates a lack of depth of the transdisciplinary approach. In the theory of international relations, A. Wendt proposed a common ontological foundation of social and natural sciences in the quantum picture of the universe. In the history of science, A.L. Chizhevsky demonstrated the possibility of such a synthesis based on the unity of electronic phenomena from animate and inanimate nature to social technologies. The future of a person largely depends on the type of that socio-electronic turbulence initiated by the authorities: in a totalitarian society, a person will be placed under total electronic control, in a democratic society, his own electronic system (types of transitions from baked external energy into activities) will be tuned to creative process.
Technologies "on-line" and "off-line" teaching and lecture development higher technical education

The experience and perspective of application of "on-line" technologies in the process of providing educational services by higher educational institutions are considered. The possibility of their progressive combination with the "offline" format of work is noted. It is discussed using modern information technologies in "on-line" and "off-line" lecture formats. A number of aspects of the presentation of lecture material in "on-line" and "off-line" forms are highlighted. Attention is paid to the use of presentations and interactive forms of work with the audience in both forms of lectures. The rationality of the application of the main form of lecture in the "off-line" format for full-time education is substantiated. The possibilities of its combination with lectures in the "on-line" format are noted. Attention is paid to great opportunities of "on-line" education in higher education (including "on-line" lectures) in distance learning and in the provision of second higher education.
Rethinking gesture theory via embodiment and acousmatic music

The crucial role of embodiment in perceiving music is increasingly well documented by cognitive scientists and music theorists.Less thoroughly explored is the role that embodied cognition plays in our hearing of acousmatic music.Primarily produced on digital audio workstations, and diffused through loudspeakers, this genre of music has often been critiqued because the sources producing the sound do not neatly map onto specific sound-producing actions.This paper proposes an analytical model utilizing gesture theory (Leman and Godøy, 2010) in framing an embodied listening approach to acousmatic music.Gesture, defined as a "pattern through which we structure our environment through actions," (Leman and Godøy, 2010), allows listeners to assign specific musical meaning to the disembodied sounds.The model focuses specifically on sound-tracing gestures that "follow the contour of sonic elements" (Godøy et al., 2006) of the acousmatic track.A multidimensional analytic approach focused on three parameters crucial to contour understanding (localization, causality, mobility) (Frengel, 2010) in acousmatic music is applied to Jonathan Harvey's Mortuos Plango, Vivos Voco.This work thus broadens the scope of an embodied approach to music cognition as it applies to music analysis.
A Berry-Esseen Bound for Nonlinear Statistics with Bounded Differences

In this paper, we obtain an explicit Berry-Esseen bound in the central limit theorem for nonlinear statistics with bounded differences. Some examples are provided as well.
Heuristics as a cognitive function

The study conceptualizes science fiction as heuristics. To implement this conceptualization, a hybrid definition of science fiction is proposed: science fiction is a kind of fiction whose works can be characterized by secondary artistic conventionality, cognitive estrangement, and test of an intellectual idea or fantastic assumption. As an operational characterization of heuristics, V. Spiridonov’s concept of heuristics is used. Science fiction can be considered as a kind of heuristics under specific conditions, for example, when science fiction work contains the reflected-out heuristics or when heuristics are brought as science fiction work to stimulate the intuitive flash of the thought or insight. However, science fiction can only be regarded as heuristics with certain reservations: science fiction primarily solves artistic problems while heuristics primarily solve cognitive problems: and they can function independently of each other. But it shows that a heuristic function can be attributed to science fiction to solute a problem or to gain a piece of new knowledge (to make a discovery) in an intellectually and creative way.
THE ROLE OF LITERARY CULTURE AND FICTIONAL DISCOURSE IN THE GENESIS OF THE MODERN PUBLIC SPHERE

The paper is devoted to the study of the role of fictional discourse and literary culture in the formation process of the Modern public sphere. It is proved that this sphere was rooted in the genesis structures, which were represented by the following oppositions of the literary field: author’s production – mass consumption, closed and open fields of artistic production, self-reference and other-reference, signified and signifier. The dynamic structure of fictional discourse allowed to maintain the unity of the human, who was not determined by birth, but constructed himself. The permanent identification and the interpretations conflict became the content of the communication of the public circles of the Modern society (table conversations, clubs, salons and magazines). The institutionalization apogee of the literary field was the formation of literary culture – the content of education of the English model of the university, which balanced between the Scylla of the canon and Charybdis unification of industrial society.