Reviewerly/exHarmony huggingface dataset:
Analytical Aspects of Multimedia Big Data Computing and Future Scope

The multimedia data are also known as interactive data. The multimedia is progressively turning into the “greatest big data” which are the most imperative and important hotspot for bits of knowledge and data. The multimedia data also provide incredible open door for the multimedia computing in the big data centric as a functioning disciplinary research field. As per current technological usage in terms of Internet or smart devices, the data manipulate in the form of digital. Massive multimedia data have been produced in the different forms like text, image, video, and audio which is shared among vast number of people. The multimedia data are real-time unstructured, heterogeneous, and multimodal. It has vast scope to mine model, learn, and analyze the service provided by multimedia. Of course, some primarily level challenges need to be addressed like analysis, storage, retrieval, and data processing. The most complicated thing in multimedia big data (MMBD) analytics is that the computer cannot understand higher level of semantics. The quality of experience (QoE) is the most evolving part of MMBD which are directly intended with storage and performance. MMBD are highly resource intensive. They often require dedicated processing capabilities in terms of graphical processing unit (GPU). An advance-level storage-related mechanism is also needed for efficient parallel processing, transmission, and presentation. Generally, non-multimedia data are always forming in text which is normally understood by machine. The multimedia data always in the form of videos are easily understood by human compared to textual data, but it is more complex task to make it understandable to machines. The MMBD performs the task by converting the human language to computer language in an efficient manner. This chapter is also introducing salient features of MMBD. The main aim of this chapter is to cover the fundamentals for MMBD computing and feasibility study. The chapter explores the technical problems and challenges to be addressed. It also focuses on methodologies and approaches that are available from the perspectives of MMBD computing life cycle. The chapter may be beneficial for the readers to understand the features, importance and application of MMBD.
Pengembangan Media Interaktif Berbasis APP Desktop Materi Luas Dan Keliling Bangun Datar Siswa Kelas IV SDN Wunut 1 Kecamatan Porong Kabupaten Sidoarjo

Most of the media used in schools are only blackboards and books, and there is no companion media so that students get bored in the learning process, so in this study a media in the form of APP Desktop media is developed. This study aims to develop a desktop APP-based media for Class IV Primary Schools. This research is a development research using the ADDIE model with five stages namely: Analysis (analysis), design / design (design), development (development), implementation (implementation) and evaluation (evaluation). The subjects of the trial in this study were fourth grade students of SDN 1 Wunut. The instrument of data collection uses validation sheets, questionnaires and documentation. Before being tested, the learning media was validated first to media experts and material experts then tested it to fourth grade students at SDN 1 Wunut. Data analysis techniques used qualitative descriptive and quantitative data. The results of this study were obtained from the aspects of the feasibility of interactive media which can be seen from three criteria namely: validity criteria, practicality and effectiveness. This interactive media is categorized as valid because from the results of interactive media validation by experts the average score is 3.4. Then the interactive media is categorized as very practical because the results of the questionnaire respondents obtained an average score of 3.7. Interactive media is also categorized as very effective because from the results of student tests in completing a wide-ranging problem and a flat circumference obtained an average value of 82. So that the existence of developed interactive media can be said to be suitable to be used in the field and can be useful to attract students' attention and facilitate learning mathematics and can be useful for teachers to be used as references in developing other media.
Safe non-smooth black-box optimization with application to policy search

For safety-critical black-box optimization tasks, observations of the constraints and the objective are often noisy and available only for the feasible points. We propose an approach based on log barriers to find a local solution of a non-convex non-smooth black-box optimization problem $\min f^0(x)$ subject to $f^i(x)\leq 0,~ i = 1,\ldots, m$, at the same time, guaranteeing constraint satisfaction while learning an optimal solution with high probability. Our proposed algorithm exploits noisy observations to iteratively improve on an initial safe point until convergence. We derive the convergence rate and prove safety of our algorithm. We demonstrate its performance in an application to an iterative control design problem.
STUDY ON TEACHING MATERIALS USING 3D-MODEL FOR ROOF FRAMING GEOMETRY

In this paper, we proposed teaching materials to quickly acquire carpenter skills. The contents of these teaching materials are focused on a drawing method called Kikujutsu (Roof framing geometry). In Japan, there is a problem that there are few young people who want to become a carpenter. As the number of young carpenters is diminishing, carpenter's skills need to be inherited smoothly from experts to beginners. Therefore, it is necessary to make the beginners acquire carpenter skills in a short time.
DEVELOPMENT OF PROFESSIONAL COMPETENCES AND SOFT SKILLS THROUGH VOLUNTEERING (BY THE EXAMPLE OF THE “AMBASSADORS OF THE RUSSIAN LANGUAGE IN THE WORLD” PROGRAM)

Information about the paper titled "DEVELOPMENT OF PROFESSIONAL COMPETENCES AND SOFT SKILLS THROUGH VOLUNTEERING (BY THE EXAMPLE OF THE “AMBASSADORS OF THE RUSSIAN LANGUAGE IN THE WORLD” PROGRAM)" at IATED Digital Library
Object-centered image stitching

Image stitching is typically decomposed into three phases: registration, which aligns the source images with a common target image; seam finding, which determines for each target pixel the source image it should come from; and blending, which smooths transitions over the seams. As described in [1], the seam finding phase attempts to place seams between pixels where the transition between source images is not noticeable. Here, we observe that the most problematic failures of this approach occur when objects are cropped, omitted, or duplicated. We therefore take an object-centered approach to the problem, leveraging recent advances in object detection [2,3,4]. We penalize candidate solutions with this class of error by modifying the energy function used in the seam finding stage. This produces substantially more realistic stitching results on challenging imagery. In addition, these methods can be used to determine when there is non-recoverable occlusion in the input data, and also suggest a simple evaluation metric that can be used to evaluate the output of stitching algorithms.
Using Knowledge Graphs and Cognitive Approaches for Literature Review Analysis: A Framework

Advancements in research tools and databases have accelerated the scientific research life cycle. However, the chronological gap between published research, research in progress and emerging research topics is shrinking, thus putting pressure on researchers to find novel research ideas. The Literature Review (LR) process is a fundamental process that can identify gaps in the research literature and stimulate new research ideas. While many researchers adopt different methodologies conducting LR, there is no methodology that can comprehensively unveil innovative research ideas. This research aims to develop a search by concepts framework. The framework involves the use of Natural Language Processing (NLP), Knowledge Graphs (KGs), and Question Answering systems (QA) to ease finding relevant concepts related to a certain scientific topic along with associated files and citations that would in return maximize the efficiency of the scientific research. The framework also allows researchers to visualize the connection between different concepts similar to the cognitive imaging of the human mind.
Whole school approaches to literacy. Fact sheet 3/2020.

Schools that are ‘high-performing’, with successful outcomes for all students, have in common an approach to literacy that features minimum variation across classrooms. A ‘whole school approach’ to literacy is well placed to: enable all students to succeed, including those who struggle with literacy promote literacy as a general capability across the curriculum.There is no single definition of a whole school approach, but most descriptions share key features: collective and collaborative action by a whole school community, cohesive response to diverse learning needs, culture of ongoing improvement.
SEMANTIC ELEMENTS OF PUBLIC DEBATE ON COUPLE CANDIDATE GOVERNOR ELECTION EAST JAVA 2018 IN RAISING DEVELOPMENT PROGRAM EAST JAVA FIVE-YEAR AHEAD: A REVIEW OF CRITICAL DISCOURSE ANALYSIS (CDA)

The issues raised is how the semantic elements/meaning of the word public debate on governor election Jatim candidate in 2018 in delivering Java development program five years ahead: Critical Discourse Analysis (CDA). The purpose of this study is: describe, interpret, and interpret semantic elements/meaning of the words used by candidates on governor election 2018 to deliver a program East Java development next five years. The theory used is a public debate, the language of the campaign, the election and the critical discourse analysis/CDA: general discussions, campaigns, ideologies, vote, and critical discourse analysis/CDA. The method used qualitative methods. The results of the study are elements semantic are the value of experience (words struggle in ideological and metaphor presented), value relational (expression euphemistic and formal word options), value expressive (the word that expresses a positive evaluation and words that express a negative review).
Development Of Dialogue And Socio-Cultural Competencies Of Children In Russian Megacities Edutainment-Centers

The paper analyzes the development of dialogue of cultures in the practice of edutainment centers in Russian cities included in the RWC rating — a rating of cities that develop the cultural capital. (In the field of sociology, cultural capital comprises the social assets of a person (education, intellect, style of speech, style of dress, etc.) that promote social mobility in a stratified society. The works demonstrates the results of research of edutainment-programs and factors of children’ dialogue and sociocultural competences development in edutainment-centers. The results are obtained using content analysis research methods, factor analysis and focus groups of interviews with teachers, tutors and game technicians at edutainment centers. The results of the analysis of the dialogue and sociocultural competencies developed in children are also presented, obtained by a method of interviewing parents, parent monitoring their children after attending educational programs at edutainment centers. The study describes the specifics of dialogue and sociocultural competences development in children in various organizational forms of edutainment centers are described: cities presenting professions, science parks, interactive museums. The features of organizational forms at edutainment centers are disclosed: cities of professions (Kidburg, Kidzania, Masterslavl), science parks (Mars-tefo, Sirius, Tesla Park), interactive museums (Museum of entertaining sciences, Museum Experimentium, Leonardo Museum, Einsteinium). The authors analyzed which new educational technologies used in edutainment centers contribute to the development of dialogue and sociocultural competencies in children.
The Game of Communication: An Analysis of The Emoji Landscape in Social Media

Abstract The empowerment of social media makes us into the era of diversification of transmission. The spread of the mass media content production and social organization monopoly pattern is broken. The Internet emerges as one the most unique landscape within the framework of public discourse. As a communication tool, emojis gradually become a refuge for various ideologies. It can be said that the popularity of emojis on social media is the result of a power game between various forms of ideologies. On the one hand, the emoji landscape formed in social media can be seen as the awakening of the subject consciousness of the public and the objectified product of network quality, but on the other hand, people have to watch out for the dissolution of social solemnness brought by the excessive entertainment of emojis, and the public has since become one-dimensional creature.
Intrinsic analysis for dual word embedding space models.

Recent word embeddings techniques represent words in a continuous vector space, moving away from the atomic and sparse representations of the past. Each such technique can further create multiple varieties of embeddings based on different settings of hyper-parameters like embedding dimension size, context window size and training method. One additional variety appears when we especially consider the Dual embedding space techniques which generate not one but two-word embeddings as output. This gives rise to an interesting question - is there one or a combination of the two word embeddings variety, which works better for a specific task?. This paper tries to answer this question by considering all of these variations. Herein, we compare two classical embedding methods belonging to two different methodologies - Word2Vec from window-based and Glove from count-based. For an extensive evaluation after considering all variations, a total of 84 different models were compared against semantic, association and analogy evaluations tasks which are made up of 9 open-source linguistics datasets. The final Word2vec reports showcase the preference of non-default model for 2 out of 3 tasks. In case of Glove, non-default models outperform in all 3 evaluation tasks.
Animation - AR Silhouette Model to Create Character Identity Innovation for Computer Art Pre-Production

The research objectives are: (1) to develop an Animation-AR (AAR) Silhouette Model to Create Character Identity Innovation for Computer Art Pre- Production; (2) to evaluate the model; and (3) to study the effect of using the model. The sample group are 7 experts who have taught computer art for more than 5 years. The results of the research were: (1) the model consists of 3 elements: Input Factors, AAR Silhouette Process, and Character Identity Innovation; (2) the result of a satisfaction model based on expert assessment is at the highest level (xˉ = 4.33, S.D. = 0.69); and (3) the results of the trial using the model found that the Character Identity Innovation displays a high level of satisfaction.
CHANGES AND CHALLENGES OF TEACHING IN UNIVERSITIES THROUGH VIRTUAL AND AUGMENTED REALITY

P. Novo Melo1, C. Machado2 1Polytechnic Institute of Cávado and Ave (PORTUGAL) 2University of Minho (PORTUGAL)
Plataforma mil aulas para la gestión docente y administrativa de la institución educativa Oswaldo Guayasamin .

Abstract: This articucle analyzes what we need for a technological tool to facilitate educationalmanagement and administration in the different public institutions of Ecuador, it willoptimize tangible resources, intangible human resources and care for the environment,as evidenced by the non-use of ICTs in this important part of educational administration,what this research seeks is to incorporate a Moodle platform called ThousandClassrooms and apply it directly in the Educational Institution Oswaldo Guayasamin, asurvey is conducted to 36 officials among teachers, directors of the staff and otherinstitutions, comes to the conclusion of the need to implement it, this serious a pilot planwith the idea to improve this digital tool and it want to be a tool of proper domain withthe idea of replicating other Educational Institutions. Keywords Educational management, administrative management, technological tool, ICT,platform.
Tabling Optimization for Contextual Abduction.

Tabling for contextual abduction in logic programming has been introduced as a means to store previously obtained abductive solutions in one context to be reused in another context. This paper identifies a number of issues in the existing implementations of tabling in contextual abduction and aims to mitigate the issues. We propose a new program transformation for integrity constraints to deal with their proper application for filtering solutions while also reducing the table memory usage. We further optimize the table memory usage by selectively picking predicates to table and by pragmatically simplifying the representation of the problem. The evaluation of our proposed approach, on both artificial and real world problems, shows that they improve the scalability of tabled abduction compared to previous implementations.
Yet it moves: Learning from Generic Motions to Generate IMU data from YouTube videos.

Human activity recognition (HAR) using wearable sensors has benefited much less from recent advances in Machine Learning than fields such as computer vision and natural language processing. This is to a large extent due to the lack of large scale repositories of labeled training data. In our research we aim to facilitate the use of online videos, which exists in ample quantity for most activities and are much easier to label than sensor data, to simulate labeled wearable motion sensor data. In previous work we already demonstrate some preliminary results in this direction focusing on very simple, activity specific simulation models and a single sensor modality (acceleration norm)\cite{10.1145/3341162.3345590}. In this paper we show how we can train a regression model on generic motions for both accelerometer and gyro signals and then apply it to videos of the target activities to generate synthetic IMU data (acceleration and gyro norms) that can be used to train and/or improve HAR models. We demonstrate that systems trained on simulated data generated by our regression model can come to within around 10% of the mean F1 score of a system trained on real sensor data. Furthermore we show that by either including a small amount of real sensor data for model calibration or simply leveraging the fact that (in general) we can easily generate much more simulated data from video than we can collect in terms of real sensor data the advantage of real sensor data can be eventually equalized.
Digital humanities for librarians

Digital Humanities for Librarians is a textbook on digital humanities work in academic libraries designed specifically for librarians and MLS students who are interested in getting involved in digi...
Bring Your Own Device (BYOD) Based Flipped Classroom in Primary School

Mobile devices have been widely used in our daily life. Smartphones and tablets are very popular among students and teachers. These devices are increasingly being brought into the teaching environment. Teachers and students expect to use their own devices to get teaching / learning resources and complete teaching / learning tasks. This is a challenge for the educators. Bring your own device (BYOD) is proposed as the new mode in education, and Existing works showed that BYOD can be used in education. However, BYOD based education needs more creative and flexible management and environment support. In this paper, we proposed the design and practice of using BYOD for the flip class in a primary school. BYOD was used to support the flip class, which had a significant influence on the teaching, learning and resource sharing. BYOD broke the time and place a restriction on teaching / learning. And BYOD could help to enhance the communication between teachers and students. The experiences showed that BYOD based flip class could be a beneficial mode in primary school.
SUCCESSION OF TECHNICAL EDUCATION AND PROFESSIONAL ORIENTATION OF PRIMARY SCHOOL PUPILS

Recently, our organization has shown an increased need for graduates of secondary vocational schools with a technical focus. Also thanks to the reform movements that supported and strengthened the teaching of science subjects and placed more emphasis on the technical education of pupils in primary schools, the interest of pupils in technical education is declining (Pavelka et al. 2019). Through the subject of technology at primary school, students also meet the teaching unit World of Work, where they get acquainted with work activities and orient themselves in individual professions. Pupils acquire basic work skills and habits in the subject of technology, develop creative technical thinking, learn to work with various materials and aids. This allows them to properly assess their options when deciding on the choice of a suitable profession and vocational training. This helps them decide on the right choice of high school. Another condition for choosing a secondary school is also teaching by a qualified teacher and good material and technical support for teaching.These facts are the conditions for the correct continuity of technical education in primary and secondary schools. This means that primary school pupils should be properly motivated and professionally prepared for further studies at a technical secondary school. Upon arrival at the secondary vocational school, they should have such knowledge and skills as are necessary for further successful studies at the secondary vocational school.We carried out a survey on a sample of teachers of practical training at selected secondary vocational schools. Based on the results of the survey, we identified the basic knowledge and skills that students should have acquired when coming to secondary vocational school.The article presents the results of research focused on the reasons why primary school students decided to go to study at a secondary vocational school with a technical focus.The article presents the results of our research with a comparison of the results of research by other authors carried out in the last year in Slovakia and the Czech Republic. The results describe in more detail the reasons why students decide when choosing a secondary school, which factors influence them the most and how much free time they spend in technical activities and housework. Based on their involvement in technical activities in their free time, their level of skill on arrival at high school is reflected. It can be an essential indicator of a student's level of skill. In connection with good preparation at primary school, the student comes to secondary school with sufficient skills needed to successfully manage studies at secondary school with a technical focus.
Integrated Monitoring Platform for Collaborative Youth Communities in Indonesia: A Case of e-Government Implementation for the Rural Millennial

Abstract Electronic monitoring systems (e-Monitoring) is the term used for applying technology to a reporting system, used as a medium of supervising for various activities. One of the areas that are prone to chaotic problems thus needs monitoring, is the youth community. While youth empowerment promised high result for the society, it lacks control can also create all sorts of issues. Although there have been many studies dealing with the use of technology in youth communities, none have intensely discussed sharing information between each youth communities, especially those villages youth communities that connect through one sub-district youth community. We consider this as an essential issue since those youth communities are adjacent to one another; hence, a repetition of the program would be an ineffective use of budgets. Upon the implementation of the system, we conducted a user acceptance test. The test was made with 57 test scenarios for five types of users with an acceptance rate of 82,81%. Attaching this system into another e-Government system such as the municipal systems or the banking systems should be a promising future work to be done.