You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Also found in: Thesaurus, Encyclopedia, Wikipedia.

Variant of fusee.

(Chemistry) a variant spelling of fusee

or fu•zee

n., pl. -sees or -zees.
1. a wooden friction match having a large head, formerly used when a larger than normal flame was needed.
2. a red flare light, used on a railroad as a warning signal to approaching trains.
3. a spirally grooved, conical pulley and chain arrangement for counteracting the diminishing power of an uncoiling mainspring in a watch.
[1580–90; < Middle French fusée spindleful, derivative of Old French *fus spindle. See fuse1]
ThesaurusAntonymsRelated WordsSynonymsLegend:
Noun1.fuzee - a colored flare used as a warning signal by trucks and trains
flare - a device that produces a bright light for warning or illumination or identification
2.fuzee - a friction match with a large head that will stay alight in the wind
3.fuzee - any igniter that is used to initiate the burning of a propellant
detonating fuse - a fuse containing an explosive
igniter, ignitor, lighter, light - a device for lighting or igniting fuel or charges or fires; "do you have a light?"
time-fuse - a fuse made to burn for a given time (especially to explode a bomb)
References in periodicals archive ?
The barrel, sliding frame and bolt- are driven forward by the fuzee spring on the outside of the left receiver wall and protected by the sheet metal fuzee cover.
DIED: Adrienne Fuzee, 53, founder of Lesbians in the Visual Arts, of heart failure, May 18,"""

```json
{
  "format": {"score": 1, "justification": "The text is mostly clear but has minor formatting issues, such as inconsistent spacing and unclear section headings."},
  "voice": {"score": 0, "justification": "The text has a generic tone with no distinct authorial voice or style."},
  "knowledge_density": {"score": 2, "justification": "The text provides some information but lacks depth; multiple meanings are presented without much elaboration."},
  "diversity": {"score": 1, "justification": "The content covers some specialized terms but is mostly common knowledge."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""I am writing a non-magical fantasy story set in a low-tech world that is primarily composed of city-states with limited regional authority. I am trying to work out what kinds of seemingly realistic accommodations could/would be in place for disabled people. Culturally, I am trying to craft a world whose prejudices are very distinct from Earthly ones: no sexuality, gender-related, disability-related, or “race”-related discrimination exists. I am not trying to be “realistic” in terms of portraying the accommodations that the real past or the real present offers; I am trying to be realistic in a very optimistic, yet low-tech way, when it comes to accommodations. Do you have any advice for me?

– Kiera

Hi Kiera,

A lot of the time when people think about accessibility, they think about adaptive equipment such as wheelchairs and prosthetics. While adaptive equipment matters, it is important to keep in mind that the structure of the society plays a big role in shaping people’s accessibility needs. For example, cities with lots of stairs, but few ramps or elevators, create a need for wheelchairs that can climb stairs. In contrast, there isn’t a need for wheelchairs that can climb stairs in a city where all of the buildings have ramps and elevators. This is why it is helpful to start with broader aspects of social structure, such as architecture and social norms, when designing an accessible society.

I recommend researching accessible architecture. Many aspects of accessible architecture can be achieved at lower technology levels, like using ramps instead of stairs and using curves instead of sharp corners. On the smaller scale, things like using round tables and diverse seating options are also very achievable. Keep in mind that different people have different accessibility needs, so it helps to avoid uniformity and instead provide multiple options.

It’s also worth thinking about how ancient technology could be used by a society that cared more about accessibility. For example, while electric elevators are a relatively recent invention, humans have been using crane technology since ancient times. A society that wanted to could adapt this crane technology into something like an elevator.

The social structure of the society also has a big impact on accessibility. It is important to avoid situations where there is only one way to participate in something. Instead, create social situations where either the behavior of the group adjusts to meet individual needs or where there is a range of ways for people to participate. For example, having quiet spaces at large community celebrations provides space for those people who are overwhelmed by crowds. Another important behavior is open communication where people set expectations and ask about accessibility needs while events are being planned.

When it comes to adaptive equipment, devices like wheelchairs and prosthetics have been around in some form for a long time. A little research into this history should provide a reasonable starting point for deciding what form these items will take in your setting. Keep in mind that a society that cares more about accessibility will put more effort into developing adaptive equipment, so it makes sense to err on the side of optimism and make sure that the accessibility needs of the characters are being met.

Best wishes,

Fay from Writing Alchemy
"""

```json
{
  "format": {"score": 3, "justification": "The text sample is well-structured and professional, with clear formatting and no noticeable issues."},
  "voice": {"score": 1, "justification": "The author's voice is clear and distinctive, with a tone that is engaged and helpful."},
  "knowledge_density": {"score": 3, "justification": "The text provides detailed and informative content, offering specific examples and practical advice."},
  "diversity": {"score": 1, "justification": "The content covers general accessibility concepts and practical examples, but is not specialized or rare."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Winner of the New Statesman SPERI Prize in Political Economy 2016

Tuesday, 31 August 2021

Is it true that “anything we can actually do we can afford”?

This was something Keynes said in a 1942 BBC address. By 'we' he meant the government, and by 'actually do' he meant the physical resources (e.g. labour) were available. He was talking about what he hoped would happen after the war, and against the austerity policies that had seen mass unemployment in the late 1920s and 1930s. He says in the same address:

It was a policy the UK pursued in the next few decades, after a few years producing full employment on average along with rapid growth and, initially at least, with little or no inflation. Keynes was proved correct. However in the 1960s and 1970s that was no longer the case, and we learnt through double digit inflation, and in the UK widespread disruption, that the real constraint on what you can do is inflation rather than full employment. It was always clear, however, at least to UK and other European economists, that how close you could get to full employment before inflation set in was governed by a complex and variable set of institutional factors. So Keynes’ statement became ‘governments can do anything as long as inflation remains stable’.

If inflation is the ultimate constraint on what we can actually do, why did governments start to worry about their own finances? Why did bodies like the IMF start advocating fiscal rules to limit government borrowing and later independent fiscal institutions to monitor government deficits? Some may have wanted to reduce the growth of government spending, but the official reason was real enough: deficit bias.

Deficit bias has been long forgotten as a result of the macroeconomic disaster that began in 2010, but it is crucial to understanding the origin of financial considerations influencing what we can actually do. To understand deficit bias you also need to understand another change that began in the 1970s and has now become dominant, which is how demand management is done.

In the UK in the decades after WWII, fiscal policy was used to stabilise the economy at full employment. Interest rates played a minor role, and arbitrary limits on personal borrowing were common. (This is similar to the policy proposal associated with MMT.) This made sense under the system of fixed exchange rates created by Bretton Woods. When that came to an end in the early 1970s, interest rate changes became more powerful because of their impact on exchange rates, and that was enhanced as credit controls were gradually abolished.

The world moved, often erratically, towards a system we have today: macroeconomic stabilisation using interest rates set by central banks trying to hit inflation targets. This in turn created the problem of deficit bias. In a world where fiscal policy stabilises the economy, deficit bias isn’t an issue because deficits increase in recessions but fall in booms. The economic cycle and the need for fiscal policy stabilisation means that government debt broadly looks after itself. To put it another way, labour shortages and high inflation are the cost an irresponsible government pays for spending to much or taxing too little.

In contrast, in a world where interest rates are varied to stabilise the economy, inflation is no longer a constraint on fiscal policy. In this world, Keynes’ statement of the title again becomes true, because central banks will look after inflation. The only cost of spending a lot or taxing too little would be high interest rates, but as these rates were set by someone else, the political cost to governments of running large deficits is more opaque as long as the increase in rates wasn’t too rapid.

This is perhaps the most important point of this post. Deficit targets or more sophisticated fiscal rules only make sense in a world where interest rates are able to be used to target inflation. It follows automatically that fiscal rules make no sense when rates are stuck at their lower bound. These two sentences are sufficient to show that 2010 austerity makes no sense. The reason MMTers don’t like fiscal rules follows automatically from their wish that fiscal policy rather than interest rates target inflation.

In the three decades after the fall in Bretton Woods, governments in the US and Europe (not the UK) took advantage of this new freedom monetary policy stabilisation had given them. Global debt to GDP ratios almost doubled. This is deficit bias. [1]

To what extent was this deficit bias a problem? In the short and medium term for the major economies (treating the Eurozone as a country) not much, but in the longer term (by which I mean centuries rather than decades) there is bound to be a limit on how large government debt could be in relation to GDP. [2] So for that reason alone it makes sense to try and make it hard, through rules and institutions, for governments to increase debt at that rate. It should also increase welfare if governments are discouraged from increasing debt for no good reason beyond buying elections.

I think the evidence that inflation stabilisation by independent central banks was highly successful compared to all the other stabilisation regimes that preceded it is overwhelming. So having good fiscal rules that make it difficult for governments to try and win elections by increasing debt is also worth having. This is why I support good fiscal rules.

However, I also think bad fiscal rules are far worse than no fiscal rules at all. It is vitally important that government debt should be allowed to rise in a number of situations. Fiscal rules that prevent that do far more harm than good. There are two clear situations today where debt needs to rise. The first is in severe recessions, where interest rates get stuck at their lower bound [3]. The second is where large investments are required to produce a large future benefit. The most obvious example of the latter is climate change.

Why are there so many bad fiscal rules around today? I think one important reason is that the political right has seen them as a way of reducing the size of the state. The media have not helped, by grossly exaggerating the cost of higher debt and using any departure from a (bad) fiscal rule as a sign of government irresponsibility.

Which brings me to what inspired this post, Adam Tooze’s Chartbook No.34. This takes an MMT perspective, and ignores all the points I make about interest rate stabilisation and inflation. Which is understandable, when interest rates have been at or close to their lower bound for over a decade and inflation has not been an issue. The puzzle he addresses is how can we describe a government project (project X) as crowding out something else, when the amount the government could borrow before hitting an inflation constraint far exceeds what it actually borrows. You cannot say doing X stopped you doing Y and Z, because you could have done X, Y and Z.

I suspect this is usually an artificial question, because for me at least doing X, Y and Z would bring the economy to the point where it either hits the inflation constraint (in an MMT world) or where interest rates start rising (in today’s world). This would be a certainty if Y was greening the economy and Z were the fiscal transfers to make a carbon tax (or equivalent) politically acceptable. In both cases there is a clear opportunity cost of doing X.

An example of X where this arose recently was Trump’s tax cuts for the rich. I am happy to say the main problem with this is it was a transfer of income from the many to the few. The rich were better off, and that money either comes from the rest of the population now or in the future. Most people don’t see that because Trump paid for it by borrowing. For me [4], that means it’s also an example of deficit bias: raising the deficit just to pay off those who gave you money to win the election. [5]

I agree with Adam Tooze when he says there is no fixed pot of money. The government is the owner of the magic money tree, and in the US, UK and collective Eurozone today can borrow freely. I disagree on three points. First, I think the constraint in MMT type economies (where only fiscal policy does macro stabilisation) is normally inflation and not available resources, and second I think we can talk about the opportunity cost of bad policies even when the inflation constraint does not bite for the reason I gave above. Third, in today’s economies, it does make sense to ask whether deficits are justified or not, just as it did over the period of deficit bias and subsequently.

[1] The term deficit bias is bound to involve value judgments. No one should describe the rise in government debt after the GFC and the pandemic as deficit bias, because debt rose for very good reasons. Deficit bias is a rising government debt to GDP ratio over decades for no obviously good reason, and what a good reason is has to be a value judgement.

[2] Debt around 100% of GDP is fine. But if it doubles every 30 years for no good reason, you are over 1000% a century later and over 10,000% after that.

[3] This is why the fiscal rule that Jonathan Portes and I proposed here contained a knock-out where the rule no longer applies when interest rates hit the lower bound. Any fiscal rule today that fails to have something similar is a bad fiscal rule. It also focused on the current balance, putting no constraint on investment to green the economy, for example.

[4] I admit that a Republican who thought the economy was better off if taxes on the rich were reduced would not call this deficit bias. In that case all you can do is point out that there is little sign his belief is correct (e.g.)

[5] Does the relationship between r (the interest rate) and g (the nominal growth rate) matter here? I don’t think so, because we are talking about a permanent flow (tax cuts) rather than a one-off project.

  1. My suspicion is that the debate is where the floating exchange rate boundary is - and few economists can see that

    Effectively government doesn't spend in green dollars. It spends in yellow dollars which via the interest rate has an exchange rate with green dollars.

    QE makes that exchange rate impure and more like the 'dirty peg' that the Chinese run between the Yuan and the dollar.

    MMT says scrap yellow dollars and just use green dollars, which then puts government in the same floating exchange rate zone as the rest of us. The floating rate boundary then moves from around Treasury out to the border of the currency zone.

    The difference between Keynesians and MMT people is whether they believe having a variable cost parameter on government spending that comes from the silly shuffle that they call 'borrowing' has any economic value.

  2. Offer a $15/£10 per hour job to anybody who wants one, paying them directly from the central bank.

    If mainstream economic theory is correct, nobody will turn up and/or nobody will be left on it very quickly.

    The MMT position is that putting the currency on the labour hour standard is superior to interest rate adjustment in terms of inflation control - leading to greater output at stable prices than any competing ideas at any given interest rate.

    That's because unlike the Gold standard labour hours cannot be hoarded and are fundamental to every form of activity in the economy.

    May I suggest focusing not on the ratio of debt but the cost of debt service. Obviously at a low 2% average yield on nominal debt, the first scenario gives debt service as an alarming and doubtfully feasible 20% of GDP, and the second a mathematically impossible 200%.

    The main reason for the change is that debt service directly represents the real burden on current and future taxpayers. The portfolio of nominal debt outstanding is a historical palimpsest, different for each country, especially ones with long debt records like the UK. Using nominal debt-to-GDP ratios adds pointless and emotive noise, and risks unsound policies.

    The one aspect where nominal debt may be a better guide is in assessing rollover risks. But these need an additional indicator anyway to capture the maturity distribution, just as we need a distinct indicator of foreign bondholding to capture the foreign dependency risk.

    A historical anecdote reinforces the argument. The UK's debt-to GDP ratio in 1815 after Waterloo is often cited with awe as a historical record for a country without hyperinflation, variously at 295% or 270% IIRC. It is a commonplace qualification thatthe denominator is uncertain, and Pitt did not have usable GDP estimates to go by. However, the estimates constructed later by economic historians are pretty good. What is less often noted is that he numerator is arbitrary.

    As I understand it, when the Treasury needed to borrow during the long Napoleonic wars, which was often, it took the traditional 2.5% coupon on Consols as given and sold the new issue for what they could get, often considerably less than par. This was sensible policy, as it made the new issue legally identical to the old and over time created a huge and highly liquid pool of low-risk assets, as well as reducing administrative costs and risks of misappropriation to the absolute minimum. But it also meant that the nominal total of outstanding Consols was an unimportant book-keeping sum, not even a record of the total sums raised. Were any significant policymakers and pundits like Ricardo paying any attention to it?

  4. «I think the evidence that inflation stabilisation by independent central banks was highly successful compared to all the other stabilisation regimes that preceded it is overwhelming.»

    That is pure handwaving, especially considering the periodic 15-20 year financial crashes and recessions.

    But so many governments have been simply shifted the technique used to buy elections by increasing *private* debt (which is not really private, e.g. mortgage debt, "secured" by "fantasy finance" valuations) which thanks to the "debt collateral spiral" described by John Stiglitz generates high inflation of property and pension costs (which is not "inflation" of course).

    This has been called by Kevin Crouch "privatised keynesianism" and has been celebrated by many central bankers as inducing the "wealth effect". Mervyn King however seems to have repented.

    George Osborne: “Hopefully we will get a little housing boom and everyone will be happy as property values go up

    As to the quote from Cameron, real booms result in a *reduction* of debt because they increase income from greater output rather than book capital gains from higher asset prices.

  5. "You cannot say doing X stopped you doing Y and Z, because you could have done X, Y and Z."

    Not really. There are good reasons why we cannot achieve a perfect health service by, say, having 99% of the working population employed by the NHS. It isn't just an issue of funding. It is an issue of the allocation of national resources.

"""

```json
{
  "format": {"score": 3, "justification": "The text is well-structured with clear headings and paragraphs, making it easy to follow."},
  "voice": {"score": 1, "justification": "The text has a scholarly and informative tone, but lacks a distinct, personal authorial voice."},
  "knowledge_density": {"score": 3, "justification": "The text provides detailed information on economic concepts and policies, with many specific examples and references."},
  "diversity": {"score": 1, "justification": "The content primarily covers economic theory and policy, with limited diversity in topics or perspectives."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""What is the number 7 considered to be lucky in Britain?

Omens and SupersititionsBeliefs & CustomsCustoms and TraditionsGeneral Topics

This is a superstition which has been known to man since prehistoric times. It is very common and is followed throughout every corner of the globe. The number 7 is something which is woven into our history and throughout our illustrious past, we can find many instances of this number popping up.

The number 7 is so significant because in some form or another it is linked to our day to day lives. Read on to find why number 7 is one of the most beloved integers and why it is considered lucky.

Biblical Origins

The story starts from Bible and the Book of Revelation, in the first the number seven is mentioned more than 700 times and in the later, it is said more than 54 times. In the Book of Genesis, the word “Creation” is said exactly seven times.

And if we take the views of the Bible into account then The Lord created the world in 6 days which means that the 7th day was for him to rest; the seven day week has since been universally accepted. These are just a few of the references to the number 7 in our religious history, there are plenty more in many other civilizations.

Scientific Data

Coming to the parts that will really shock you, there are a total of seven colors in the visible spectrum, called VIBGYOR; this term was coined together in the 1600s. At a point of time, due to lack of good telescopes, the known number of planets in the solar system was 7.

Also, in the year 2007, on 7th July, which is on 07/07/2007, the new list of Seven Wonders of the World was released. All these things are based on the superstition that the number 7 is lucky, and it all started with the religious texts.

Published on 01-Mar-2019 07:00:06"""

```json
{
  "format": {"score": 2, "justification": "The text is mostly well-structured but has minor formatting issues, such as inconsistent indentation and spacing."},
  "voice": {"score": 1, "justification": "The text has a general, informative tone with no distinctive authorial style."},
  "knowledge_density": {"score": 2, "justification": "The text provides some information but could be more detailed in certain areas, such as the historical and scientific references."},
  "diversity": {"score": 1, "justification": "The content covers common knowledge about the number 7, with limited specialized or rare domain information."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""300px|The Reactable,_an_example_of_a_[[tangible_user_interface_.html" style="text-decoration: none;"class="mw-redirect" title="tangible user interface">Reactable, an example of a tangible_user_interface">Reactable,_an_example_of_a_[[tangible_user_interface_ In_the_[[industrial_design.html" style="text-decoration: none;"class="mw-redirect" title="tangible user interface ">tangible user interface">Reactable, an example of a [[tangible user interface In the [[industrial design">tangible user interface ">tangible user interface">Reactable, an example of a [[tangible user interface In the [[industrial design field of [[human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, whilst the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls, and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface which makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the user. User interfaces are composed of one or more layers, including a human-machine interface (HMI) that interfaces machines with physical input hardware such as keyboards, mice, or game pads, and output hardware such as computer monitors, speakers, and printers. A device that implements an HMI is called a human interface device (HID). Other terms for human-machine interfaces are man-machine interface (MMI) and, when the machine in question is a computer, human–computer interface. Additional UI layers may interact with one or more human senses, including: tactile UI (touch), visual UI (sight), auditory UI (sound), olfactory UI (smell), equilibrial UI (balance), and gustatory UI (taste). Composite user interfaces (CUIs) are UIs that interact with two or more senses. The most common CUI is a ''graphical user interface'' (GUI), which is composed of a tactile UI and a visual UI capable of displaying graphics. When sound is added to a GUI, it becomes a ''multimedia user interface'' (MUI). There are three broad categories of CUI: ''standard'', ''virtual'' and ''augmented''. Standard CUI use standard human interface devices like keyboards, mice, and computer monitors. When the CUI blocks out the real world to create a virtual reality, the CUI is virtual and uses a ''virtual reality interface''. When the CUI does not block out the real world and creates augmented reality, the CUI is augmented and uses an ''augmented reality interface''. When a UI interacts with all human senses, it is called a qualia interface, named after the theory of qualia. CUI may also be classified by how many senses they interact with as either an X-sense virtual reality interface or X-sense augmented reality interface, where X is the number of senses interfaced with. For example, a Smell-O-Vision is a 3-sense (3S) Standard CUI with visual display, sound and smells; when ''virtual reality interfaces'' interface with smells and touch it is said to be a 4-sense (4S) virtual reality interface; and when ''augmented reality interfaces'' interface with smells and touch it is said to be a 4-sense (4S) augmented reality interface.

The user interface or ''human–machine interface'' is the part of the machine that handles the human–machine interaction. Membrane switches, rubber keypads and touchscreens are examples of the physical part of the Human Machine Interface which we can see and touch. In complex systems, the human–machine interface is typically computerized. The term ''human–computer interface'' refers to this kind of system. In the context of computing, the term typically extends as well to the software dedicated to control the physical elements used for human–computer interaction. The engineering of human–machine interfaces is enhanced by considering ergonomics (human factors). The corresponding disciplines are human factors engineering (HFE) and usability engineering (UE), which is part of systems engineering. Tools used for incorporating human factors in the interface design are developed based on knowledge of computer science, such as computer graphics, operating systems, programming languages. Nowadays, we use the expression graphical user interface for human–machine interface on computers, as nearly all of them are now using graphics. Multimodal interfaces allow users to interact using more than one modality of user input.

There is a difference between a user interface and an operator interface or a human–machine interface (HMI). * The term "user interface" is often used in the context of (personal) computer systems and electronic devices. ** Where a network of equipment or computers are interlinked through an MES (Manufacturing Execution System)-or Host to display information. ** A human-machine interface (HMI) is typically local to one machine or piece of equipment, and is the interface method between the human and the equipment/machine. An operator interface is the interface method by which multiple pieces of equipment that are linked by a host control system are accessed or controlled. ** The system may expose several user interfaces to serve different kinds of users. For example, a computerized library database might provide two user interfaces, one for library patrons (limited set of functions, optimized for ease of use) and the other for library personnel (wide set of functions, optimized for efficiency). * The user interface of a mechanical system, a vehicle or an industrial installation is sometimes referred to as the human–machine interface (HMI). HMI is a modification of the original term MMI (man-machine interface). In practice, the abbreviation MMI is still frequently used although some may claim that MMI stands for something different now. Another abbreviation is HCI, but is more commonly used for human–computer interaction. Other terms used are operator interface console (OIC) and operator interface terminal (OIT). However it is abbreviated, the terms refer to the 'layer' that separates a human that is operating a machine from the machine itself. Without a clean and usable interface, humans would not be able to interact with information systems. In science fiction, HMI is sometimes used to refer to what is better described as a direct neural interface. However, this latter usage is seeing increasing application in the real-life use of (medical) prostheses—the artificial extension that replaces a missing body part (e.g., cochlear implants). In some circumstances, computers might observe the user and react according to their actions without specific commands. A means of tracking parts of the body is required, and sensors noting the position of the head, direction of gaze and so on have been used experimentally. This is particularly relevant to immersive interfaces.

1945–1968: Batch interface

In the batch era, computing power was extremely scarce and expensive. User interfaces were rudimentary. Users had to accommodate computers rather than the other way around; user interfaces were considered overhead, and software was designed to keep the processor at maximum utilization with as little overhead as possible. The input side of the user interfaces for batch machines was mainly punched cards or equivalent media like paper tape. The output side added line printers to these media. With the limited exception of the system operator's console, human beings did not interact with batch machines in real time at all. Submitting a job to a batch machine involved, first, preparing a deck of punched cards describing a program and a dataset. Punching the program cards wasn't done on the computer itself, but on keypunches, specialized typewriter-like machines that were notoriously bulky, unforgiving, and prone to mechanical failure. The software interface was similarly unforgiving, with very strict syntaxes meant to be parsed by the smallest possible compilers and interpreters. Once the cards were punched, one would drop them in a job queue and wait. Eventually, operators would feed the deck to the computer, perhaps mounting magnetic tapes to supply another dataset or helper software. The job would generate a printout, containing final results or an abort notice with an attached error log. Successful runs might also write a result on magnetic tape or generate some data cards to be used in a later computation. The turnaround time for a single job often spanned entire days. If one were very lucky, it might be hours; there was no real-time response. But there were worse fates than the card queue; some computers required an even more tedious and error-prone process of toggling in programs in binary code using console switches. The very earliest machines had to be partly rewired to incorporate program logic into themselves, using devices known as plugboards. Early batch systems gave the currently running job the entire computer; program decks and tapes had to include what we would now think of as operating system code to talk to I/O devices and do whatever other housekeeping was needed. Midway through the batch period, after 1957, various groups began to experiment with so-called “load-and-go” systems. These used a monitor program which was always resident on the computer. Programs could call the monitor for services. Another function of the monitor was to do better error checking on submitted jobs, catching errors earlier and more intelligently and generating more useful feedback to the users. Thus, monitors represented the first step towards both operating systems and explicitly designed user interfaces.

1969–present: Command-line user interface

1985: SAA User Interface or Text-Based User Interface

1968–present: Graphical User Interface

* 1968 – Douglas Engelbart demonstrated NLS, a system which uses a mouse, pointers, hypertext, and multiple windows. * 1970 – Researchers at Xerox Palo Alto Research Center (many from SRI) develop WIMP paradigm (Windows, Icons, Menus, Pointers) * 1973 – Xerox Alto: commercial failure due to expense, poor user interface, and lack of programs * 1979 – Steve Jobs and other Apple engineers visit Xerox PARC. Though Pirates of Silicon Valley dramatizes the events, Apple had already been working on developing a GUI, such as the Macintosh and Lisa projects, before the visit. * 1981 – Xerox Star: focus on WYSIWYG. Commercial failure (25K sold) due to cost ($16K each), performance (minutes to save a file, couple of hours to recover from crash), and poor marketing * 1982 – Rob Pike and others at Bell Labs designed Blit, which was released in 1984 by AT&T and Teletype as DMD 5620 terminal. * 1984 – Apple Macintosh popularizes the GUI. Super Bowl commercial shown twice, was the most expensive commercial ever made at that time * 1984 – MIT's X Window System: hardware-independent platform and networking protocol for developing GUIs on UNIX-like systems * 1985 – Windows 1.0 – provided GUI interface to MS-DOS. No overlapping windows (tiled instead). * 1985 – Microsoft and IBM start work on OS/2 meant to eventually replace MS-DOS and Windows * 1986 – Apple threatens to sue Digital Research because their GUI desktop looked too much like Apple's Mac. * 1987 – Windows 2.0 – Overlapping and resizable windows, keyboard and mouse enhancements * 1987 – Macintosh II: first full-color Mac * 1988 – OS/2 1.10 Standard Edition (SE) has GUI written by Microsoft, looks a lot like Windows 2

Interface design

Primary methods used in the interface design include prototyping and simulation. Typical human–machine interface design consists of the following stages: interaction specification, interface software specification and prototyping: * Common practices for interaction specification include user-centered design, persona, activity-oriented design, scenario-based design, and resiliency design. * Common practices for interface software specification include use cases and constrain enforcement by interaction protocols (intended to avoid use errors). * Common practices for prototyping are based on libraries of interface elements (controls, decoration, etc.).

Principles of quality

All great interfaces share eight qualities or characteristics: # Clarity: The interface avoids ambiguity by making everything clear through language, flow, hierarchy and metaphors for visual elements. # Concision: It's easy to make the interface clear by over-clarifying and labeling everything, but this leads to interface bloat, where there is just too much stuff on the screen at the same time. If too many things are on the screen, finding what you're looking for is difficult, and so the interface becomes tedious to use. The real challenge in making a great interface is to make it concise and clear at the same time. # Familiarity: Even if someone uses an interface for the first time, certain elements can still be familiar. Real-life metaphors can be used to communicate meaning. # Responsiveness: A good interface should not feel sluggish. This means that the interface should provide good feedback to the user about what's happening and whether the user's input is being successfully processed. # Consistency: Keeping your interface consistent across your application is important because it allows users to recognize usage patterns. # Aesthetics: While you don't need to make an interface attractive for it to do its job, making something look good will make the time your users spend using your application more enjoyable; and happier users can only be a good thing. # Efficiency: Time is money, and a great interface should make the user more productive through shortcuts and good design. # Forgiveness: A good interface should not punish users for their mistakes but should instead provide the means to remedy them.

Principle of least astonishment

The principle of least astonishment (POLA) is a general principle in the design of all kinds of interfaces. It is based on the idea that human beings can only pay full attention to one thing at one time, leading to the conclusion that novelty should be minimized.

Principle of habit formation

If an interface is used persistently, the user will unavoidably develop habits for using the interface. The designer's role can thus be characterized as ensuring the user forms good habits. If the designer is experienced with other interfaces, they will similarly develop habits, and often make unconscious assumptions regarding how the user will interact with the interface.

A model of design criteria: User Experience Honeycomb

Peter Morville of Google designed the User Experience Honeycomb framework in 2004 when leading operations in user interface design. The framework was created to guide user interface design. It would act as a guideline for many web development students for a decade. # Usable: Is the design of the system easy and simple to use? The application should feel familiar, and it should be easy to use. # Useful: Does the application fulfill a need? A business’s product or service needs to be useful. # Desirable: Is the design of the application sleek and to the point? The aesthetics of the system should be attractive, and easy to translate. # Findable: Are users able to quickly find the information they're looking for? Information needs to be findable and simple to navigate. A user should never have to hunt for your product or information. # Accessible: Does the application support enlarged text without breaking the framework? An application should be accessible to those with disabilities. # Credible: Does the application exhibit trustworthy security and company details? An application should be transparent, secure, and honest. # Valuable: Does the end-user think it's valuable? If all 6 criteria are met, the end-user will find value and trust in the application.

# ''Attentive user interfaces'' manage the user attention deciding when to interrupt the user, the kind of warnings, and the level of detail of the messages presented to the user. # ''Batch interfaces'' are non-interactive user interfaces, where the user specifies all the details of the ''batch job'' in advance to batch processing, and receives the output when all the processing is done. The computer does not prompt for further input after the processing has started. # ''Command line interfaces'' (CLIs) prompt the user to provide input by typing a command string with the computer keyboard and respond by outputting text to the computer monitor. Used by programmers and system administrators, in engineering and scientific environments, and by technically advanced personal computer users. # ''Conversational interfaces'' enable users to command the computer with plain text English (e.g., via text messages, or chatbots) or voice commands, instead of graphic elements. These interfaces often emulate human-to-human conversations. # ''Conversational interface agents'' attempt to personify the computer interface in the form of an animated person, robot, or other character (such as Microsoft's Clippy the paperclip), and present interactions in a conversational form. # ''Crossing-based interfaces'' are graphical user interfaces in which the primary task consists in crossing boundaries instead of pointing. # ''Direct manipulation interface'' is the name of a general class of user interfaces that allow users to manipulate objects presented to them, using actions that correspond at least loosely to the physical world. # ''Gesture interfaces'' are graphical user interfaces which accept input in a form of hand gestures, or mouse gestures sketched with a computer mouse or a stylus. # ''Graphical user interfaces'' (GUI) accept input via devices such as a computer keyboard and mouse and provide articulated graphical output on the computer monitor. There are at least two different principles widely used in GUI design: Object-oriented user interfaces (OOUIs) and application-oriented interfaces. # ''Hardware interfaces'' are the physical, spatial interfaces found on products in the real world from toasters, to car dashboards, to airplane cockpits. They are generally a mixture of knobs, buttons, sliders, switches, and touchscreens. # ' provide input to electronic or electro-mechanical devices by passing a finger through reproduced holographic images of what would otherwise be tactile controls of those devices, floating freely in the air, detected by a wave source and without tactile interaction. # ''Intelligent user interfaces'' are human-machine interfaces that aim to improve the efficiency, effectiveness, and naturalness of human-machine interaction by representing, reasoning, and acting on models of the user, domain, task, discourse, and media (e.g., graphics, natural language, gesture). # ''Motion tracking interfaces'' monitor the user's body motions and translate them into commands, currently being developed by Apple. # ''Multi-screen interfaces'', employ multiple displays to provide a more flexible interaction. This is often employed in computer game interaction in both the commercial arcades and more recently the handheld markets. # ''Natural-language interfaces'' are used for search engines and on webpages. User types in a question and waits for a response. # ''Non-command user interfaces'', which observe the user to infer their needs and intentions, without requiring that they formulate explicit commands. # ''Object-oriented user interfaces (OOUI)'' are based on object-oriented programming metaphors, allowing users to manipulate simulated objects and their properties. # ''Permission-driven user interfaces'' show or conceal menu options or functions depending on the user's level of permissions. The system is intended to improve the user experience by removing items that are unavailable to the user. A user who sees functions that are unavailable for use may become frustrated. It also provides an enhancement to security by hiding functional items from unauthorized persons. # ''Reflexive user interfaces'' where the users control and redefine the entire system via the user interface alone, for instance to change its command verbs. Typically, this is only possible with very rich graphic user interfaces. # ''Search interface'' is how the search box of a site is displayed, as well as the visual representation of the search results. # ''Tangible user interfaces'', which place a greater emphasis on touch and physical environment or its element. # ''Task-focused interfaces'' are user interfaces which address the information overload problem of the desktop metaphor by making tasks, not files, the primary unit of interaction. # ''Text-based user interfaces'' (TUIs) are user interfaces which interact via text. TUIs include command-line interfaces and text-based WIMP environments. # ''Touchscreens'' are displays that accept input by touch of fingers or a stylus. Used in a growing amount of mobile devices and many types of point of sale, industrial processes and machines, self-service machines, etc. # ''Touch user interface'' are graphical user interfaces using a touchpad or touchscreen display as a combined input and output device. They supplement or replace other forms of output with haptic feedback methods. Used in computerized simulators, etc. # ''Voice user interfaces'', which accept input and provide output by generating voice prompts. The user input is made by pressing keys or buttons, or responding verbally to the interface. # ''Web-based user interfaces'' or ''web user interfaces'' (WUI) that accept input and provide output by generating web pages viewed by the user using a web browser program. Newer implementations utilize PHP, Java, JavaScript, AJAX, Apache Flex, .NET Framework, or similar technologies to provide real-time control in a separate program, eliminating the need to refresh a traditional HTML-based web browser. Administrative web interfaces for web-servers, servers and networked computers are often called control panels. # ''Zero-input interfaces'' get inputs from a set of sensors instead of querying the user with input dialogs.Sharon, Taly, Henry Lieberman, and Ted Selker.
A zero-input interface for leveraging group experience in web browsing
." Proceedings of the 8th international conference on Intelligent user interfaces. ACM, 2003.
# ''Zooming user interfaces'' are graphical user interfaces in which information objects are represented at different levels of scale and detail, and where the user can change the scale of the viewed area in order to show more detail.

File:P8-führerstand2.jpg|Historic HMI in the driver's cabin of a German steam locomotive File:Ice3 leitstand.jpg|Modern HMI in the driver's cabin of a German Intercity-Express High-Speed Train File:Wireless toilet control panel w. open lid.jpg|The HMI of a toilette (in Japan) File:Google Glass detail.jpg|Voice user interface of a wearable computer (''here: Google Glass'') File:Engineer at audio console at Danish Broadcasting Corporation.png|HMI for audio mixing File:Mesa de vídeo 1.JPG|HMI for video production File:00-bma-automation-operator-panel-with-pushbuttons.JPG|HMI of a machine for the sugar industry with pushbuttons File:CNC panel Sinumerik.jpg|HMI for a Computer numerical control (CNC) File:CNC panel.jpg|slightly newer HMI for a CNC-machine File:Not-Aus Betätiger.jpg|emergency switch/panic switch File:Teletype_DMD_5620.jpg|DMD 5620 Terminal

See also

* Adaptive user interfaces * Brain–computer interface * Computer user satisfaction * Direct voice input * Distinguishable interfaces * Ergonomics and human factors – the study of designing objects to be better adapted to the shape of the human body * Flat design * Framebuffer * History of the GUI * Icon design * Information architecture – organizing, naming, and labelling information structures * Information visualization – the use of sensory representations of abstract data to reinforce cognition * Interaction design * Interaction technique * Interface (computer science) * Kinetic user interface * Knowledge visualization – the use of visual representations to transfer knowledge * Natural user interfaces * Ncurses, a semigraphical user interface. * Organic user interface * Post-WIMP * Tangible user interface * Unified Code for Units of Measure * Usability links * User assistance * User experience * User experience design * User interface design * Useware * Virtual artifact * Virtual user interface

External links

HCI and Interaction Design Conferences
covers a wide area of user interface publications

{{DEFAULTSORT:User Interface Category:User interface techniques Category:Virtual reality Category:Human communication Category:Human–machine interaction"""

```json
{
  "format": {"score": 2, "justification": "The text is well-structured but contains formatting issues, such as broken links and inconsistencies in headings and paragraphs."},
  "voice": {"score": 1, "justification": "The text has a distinctive authorial voice, with a clear focus on technical details and historical context."},
  "knowledge_density": {"score": 3, "justification": "The text provides a wealth of detailed information on user interfaces, their history, and design principles."},
  "diversity": {"score": 1, "justification": "The content is primarily specialized and technical, lacking diversity in perspectives or domains."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Skip to content
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prontron - PRONunciation percepTRON
    by Graham Neubig

prontron is a tool for pronunciation estimation, mainly focusing on the pronunciation of Japanese unknown words, but written in a general way so it can be used for any string-to-string conversion task. I created it as a quick challenge to see if I could apply discriminative learning (the structured perceptron) to Japanese pronunciation estimation, but I am posting it in case anybody will find it useful.

--- Download/Install ---

Download the latest version from

The code of prontron is distributed according to the Common Public License v 1.0, and can be distributed freely according to this license.

--- Estimating Pronunciations with prontron ---

To estimate the pronunciation of words with prontron, you can use the models included in the model directory. If you have a file input.txt with one word per line, run the program as follows:

$ model/model.dict model/model.feat < input.txt > output.txt

This will output pronunciations, one per line, into output.txt.

--- Training prontron ---

Prontron training is a two step process. First, you have to build a dictionary of "subword/pronunciation" pairs, then run weight training.

First, create two files train.word and train.pron that contain words and their pronunciations. Then run the alignment program to create a dictionary model/model.dict of subword/pronunciation pairs:

$ train.word train.pron model/model.dict

You can add more entries to the dictionary if you notice that anything important is missing. Next, we train the feature weights model/model.feat using the perceptron algorithm.

$ train.word train.pron model/model.dict model/model.feat

That is it! Both of these programs have a number of training options (mins and maxes should be the same for

    -fmin  minimum length of the input unit (1)
    -fmax  maximum length of the input unit (1)
    -emin  minimum length of the output unit (0)
    -emax  maximum length of the output unit (5)
    -iters maximum number of iterations (10)
    -word  use word units instead of characters only:
    -cut   all pairs that have a maximum posterior probability
           less than this will be trimmed (0.001) only:
    -inarow  skip training examples we've gotten right
             this many times
    -recheck re-check skipped examples in this many times

--- How Does it Work? ---

Prontron uses discriminative training based on the structured perceptron. This is good, because it lets the training many arbitrary features. The basic idea of the structured perceptron algorithm is:

    * Given a set of feature weights h, for a certain word w find the highest scoring pronunciation p, and its set of features f(p).
    * If p is not equal to the correct pronunciation p*, reduce the weights for features f(p) and increase weights of features of f(p*).
    * Repeat this for every word in the corpus many times until we find good weights.

In the case of pronunciation estimation, it is not too difficult to find p, f(p), and f(p*) using the Viterbi algorithm. For the current features in prontron, we use bigram and length features over four sequences:

Word:	発音 	発表
Pronunciation:	はつおん 	はっぴょう
Seq1 -- Char/Pron. Pairs:	発/はつ 音/おん	発/はっ 表/ぴょう
Seq2 -- Pron. Strings:	はつ　おん	はっ　ぴょう
Seq3 -- Pron. Characters:	は　つ　お　ん	は　っ　ぴ　ょ　う
Seq4 -- (Almost) Phonemes:	h a t u o n	h a x p i xyo u

Examples of the features learned over each of these sequences are as follows:

--- Contributors ---

    * Graham Neubig (main developer)

If you are interested in participating in the prontron project, particularly tackling any of the interesting challenges below, please send an email to neubig at gmail dot com.

--- TODO List ---

There are a bunch of possible improvements that would be quite interesting and useful:

    * Regularization: Currently the perceptron is unregularized, but adding L1 or L2 regularization could reduce the number of features and increase performance.
    * N-best Decoding: Currently prontron can only give one-best answers.
    * Large-Margin Traning: Large-margin techniques such as support vector machines can be learned online. They are simple to implement, but require at least 2-best decoding.
    * Other Loss Functions: Prontron currently only supports one-zero loss (examples are right, or not), but it would probably be better to do loss based on mora error rate. This is not, however, trivial to do.

--- Revision History ---

Version 0.1.0 (7/10/2011)

    * Initial release!

A discriminative pronunciation estimator using the structured perceptron algorithm.

No releases published

No packages published"""

```json
{
  "format": {"score": 2, "justification": "The text is mostly well-structured but has some formatting inconsistencies, such as the lack of clear section headings and inconsistent line spacing."},
  "voice": {"score": 1, "justification": "The text has a clear, technical voice, though it remains generic in terms of authorial style."},
  "knowledge_density": {"score": 2, "justification": "The text provides substantial information on how to use the tool, with clear instructions and explanations of the underlying algorithm."},
  "diversity": {"score": 1, "justification": "The content covers technical details and usage instructions but lacks specialized or niche information."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Are there gender pronouns in Dutch?

Does Dutch have a gender-neutral pronoun?

What are the genders in Dutch?

There are three genders in Dutch: masculine, feminine, and neuter. De is used with masculine and feminine nouns. Het is used with neuter nouns. Each noun has a gender and some nouns have two genders.

What are your pronouns in Dutch?

Personal pronouns

Nominative Accusative
Ik I Me
U You (formal) You (formal)
Hij/-ie He Him
Zij/ze She Her

How do pronouns work in Dutch?

Direct and indirect object pronouns are the same in Dutch, except for “them.” Hen is used if it is a direct object, and hun is used if it is an indirect object. Generally, indirect objects are preceded by “to” or “from” in English, and direct objects are not preceded by any prepositions.

Does Dutch have 3 genders?

IT IS INTERESTING:  Can I substitute regular cocoa for Dutch processed?

Is there any in the Dutch alphabet?

Letter Letter name Spelling alphabet
Z [zɛt] Zacharias

Is Dutch easy to learn?

What language has no gender?

There are some languages that have no gender! Hungarian, Estonian, Finnish, and many other languages don’t categorize any nouns as feminine or masculine and use the same word for he or she in regards to humans.

What is the opposite gender of Dutch?

Dutch as a nationality, is a unisex word. It is both masculine as feminine.

What do you call a Dutch woman?

[ duhch-woom-uhn ] SHOW IPA. / ˈdʌtʃˌwʊm ən / PHONETIC RESPELLING. noun, plural Dutch·wom·en. a female native or inhabitant of the Netherlands; a woman of Dutch ancestry.

Are the Dutch?

Dutch people

c. 30 million
Regions with significant populations
Netherlands 16,215,000 (Citizens with Dutch nationality include both parents born in the Netherlands 13,227,000)
United States 3,558,000

What is ZIJ in Dutch?

“Zij” and “ze” is a personal pronoun which can translate as either “she” or “they” in English. The difference in Dutch though is emphasis. “Zij” is the emphatic form, “ze” is unemphatic. The same goes for “mij/me” (me), “jij/je” (you), “wij/we” (we).

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```json
{
  "format": {"score": 2, "justification": "The text is mostly clear and well-structured, but there are some formatting issues such as missing punctuation and inconsistent capitalization in headings."},
  "voice": {"score": 1, "justification": "The text has a generic tone and lacks a distinct authorial voice or style."},
  "knowledge_density": {"score": 2, "justification": "The text provides some information about Dutch grammar, pronouns, and gender distinctions, but some sections are redundant or lack depth."},
  "diversity": {"score": 1, "justification": "The information is somewhat specialized, but primarily covers common knowledge about Dutch and related topics."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Thursday, October 21, 2021
HomeBlogs5 Tips on How to Teach A Child to Write

5 Tips on How to Teach A Child to Write

Teaching a child to write is entertaining as well as challenging. Parents need to be polite, patient and tolerant enough to teach a child to write in a well-coordinated way. Usually, children start learning to write before pre-school. Very often parents enjoy teaching their kids any new activity.

Parents should keep in mind that first three to fours years of a child’s life are crucial in early development. Anything that kids face at this stage has a long-lasting effect on their lives for the years to come. Therefore, parents must treat their kids by keeping in mind their psyche.

How to Teach A Child to Write

One should keep a number of factors in mind before starting to teach a child to write. Briefly, applying following tips can help parents to accomplish this task in an effective manner.

  1. Help Them Tighten the Grip

Kids usually have a tighter grip on everything they hold. But, they not always know how to hold something in the right way. Before, parents start to teach a child to write they must begin by working on their grip on the pencils.

2. Writing In Front of the Children

Parents who think that it is time to teach their kids how to write should begin writing before them. It is the nature of children that they imitate elders in almost everything. So, parents practice writing before the kids for making them build an interest.

3. Work on Their Posture

Parents must observe the comfort level of their kids from the very beginning. They should know what bothers their kids while writing. Usually, after the pen’s grip, it is the angle that an arm makes with a hand which can bother a kid. It can also determine the writing style as well. Parents who will that their kids have difficulty in comfortably using the pen should use a slanting surface for writing.

4. Making Kids Connect the Dots

The most effective way to teach a child to write is by designing the dotted letters and making your kids connect them with a pencil. It seems to be fun for kids to press a pencil over dots and complete the shapes.

5. Correcting them in Beginning

Parents should also make sure to connect their children in beginning. Like they should tell them why to not stretch a line too long or why to not keep it too short. Making such corrections in numerics and alphabetical letters are essential because they have fixed universal shapes and must be drawn accordingly.

Also Read

Learn How to Teach Kids to Swim

- Advertisment -"""

```json
{
  "format": {"score": 2, "justification": "The text is generally well-structured with headings and numbered tips, but some sentences are short and repetitive, indicating minor formatting issues."},
  "voice": {"score": 1, "justification": "The author has a clear, practical voice suitable for parenting advice, though it lacks distinctive flair."},
  "knowledge_density": {"score": 2, "justification": "The text provides practical tips for teaching children to write, though some points are generic and could be expanded for greater density."},
  "diversity": {"score": 1, "justification": "The content focuses on parenting and education, which are common topics rather than niche or specialized knowledge."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""How Many Hours In 24 Days?

How many days is it for 72 hours?

72 Hours is 3 Days.

Is 24 hours a day or two days?

Is a day actually 24 hours?

Is 24 hours a whole day?

Modern timekeeping defines a day as the sum of 24 hours —but that is not entirely correct. The Earth’s rotation is not constant, so in terms of solar time, most days are a little longer or shorter than that. The Moon is—very gradually—slowing the Earth’s rotation because of friction produced by tides.

You might be interested:  Readers ask: How To Remember How Many Days In Each Month?

Is 72 hours the same as 3 days?

How many hours make 2 days?

So a full day is 24 hours. So that means two full days 48 hours.

How much is 48 hours?

48 Hours is 2 Days.

How is 24 hours calculated?

There are two ways of telling the time: The 12-hour clock runs from 1am to 12 noon and then from 1pm to 12 midnight. The 24-hour clock uses the numbers 00:00 to 23:59 (midnight is 00:00).

At what time does 24 hours end?

Under the 24-hour clock system, the day begins at midnight, 00:00, and the last minute of the day begins at 23:59 and ends at 24:00, which is identical to 00:00 of the following day.

Why is a day 23 hours and 56 minutes?

Not quite 24 hours, it turns out — it’s precisely 23 hours and 56 minutes. But because Earth is constantly moving along its orbit around the sun, a different point on the planet faces the sun directly at the end of that 360-degree spin. “If we didn’t orbit the sun, both days would be the same.”

How many vacation days is 144 hours?

How many vacation days is 144 hours? This conversion of 144 hours to weeks has been calculated by multiplying 144 hours by 0.0059 and the result is 0.8571 weeks.

You might be interested:  Question: How Many Days Amsterdam?

How many hours is one hour?

There are 60 minutes in 1 hour. To convert from minutes to hours, divide the number of minutes by 60. For example, 120 minutes equals 2 hours because 120/60=2.

How many days is 50 hours a week?

A 50-hour workweek represents a workweek that exceeds the usual 40-hour schedule for professionals across industries. This means that instead of committing eight hours each day for five days, professionals may work 10 hours each day for five days, or work an additional sixth day to meet their 50-hour requirements.

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"""

```json
{
  "format": {"score": 2, "justification": "The text is generally well-structured with clear headings and bullet points, but some sections repeat information, indicating minor issues in organization."},
  "voice": {"score": 0, "justification": "The text has a generic, instructional tone with no distinct authorial voice or style."},
  "knowledge_density": {"score": 2, "justification": "The text provides some informative content, such as explanations about 24-hour clocks and Earth's rotation, but some sections repeat and lack depth."},
  "diversity": {"score": 0, "justification": "The text covers common knowledge about timekeeping without specialized or rare information."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""9 Symptoms of Clostridium Difficile Colitis

Unusual Odor

Diarrhea is a common symptom of Clostridioides difficile (C. diff) patients often complain about their feces having an unusual odor that has been described as ‘sickeningly sweet’. The stools of an infected person are usually watery and have a yellowish-green color. If you’ve been passing unusual colored and smelly stools, it is best to visit your doctor to know the underlying cause of this symptom.

Mild to severe diarrhea can occur in CDI patients; this is an abnormally high number of bowel passages per day. The bacteria often causes the colon to become swollen or inflamed. This irritates the digestive organ and stimulates frequent bowel passages. The inflammation of the colon can cause patches of raw tissue to form, leading to bleeding or pus production. Persons suffering from this condition may defecate six to twelve times daily. Diarrhea is a severe symptom that requires immediate treatment because it can lead to other health complications."""

```json
{
  "format": {"score": 3, "justification": "The text is well-structured with clear headings and concise paragraphs, making it easy to read and understand."},
  "voice": {"score": 1, "justification": "The text maintains a professional and informative tone, though it lacks a distinct personal or distinctive style."},
  "knowledge_density": {"score": 2, "justification": "The text provides specific information about Clostridium difficile colitis symptoms and treatment, though some details could be expanded for more density."},
  "diversity": {"score": 1, "justification": "The content focuses on a medical condition and its symptoms, which are relatively common knowledge in the medical field."}
}
```


You are an expert evaluator. Rate the TEXT SAMPLE on four dimensions: Format, Voice, Knowledge Density, and Diversity.
Follow the rubrics exactly and return ONLY a JSON object that matches the schema below.

RUBRICS
1) Format (0–3)
  0 = Disorganized/unreadable
  1 = Partially structured; noticeable formatting issues
  2 = Mostly clear and well-structured; minor issues
  3 = Very clean, polished, professional formatting

2) Voice (0–1)
  0 = Generic tone; no distinct style
  1 = Clear, distinctive authorial voice/style

3) Knowledge Density (0–3)
  0 = Mostly filler/vague; little information
  1 = Some information but redundant/low substance
  2 = Moderately dense; clear informative content
  3 = Highly informative; most sentences add distinct info

4) Diversity (0–2)
  0 = Common/generic knowledge
  1 = Somewhat specialized/uncommon
  2 = Very niche/specialized/rare domain

OUTPUT SCHEMA (must be valid JSON; no extra text):
{
  "format":        {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "voice":         {"score": <int 0-1>, "justification": "<1–2 sentences>"},
  "knowledge_density": {"score": <int 0-3>, "justification": "<1–2 sentences>"},
  "diversity":     {"score": <int 0-2>, "justification": "<1–2 sentences>"}
}

CONSTRAINTS
- Use integers only for scores and keep them within the allowed ranges.
- Justifications must be concise (≤2 sentences each).
- Do not include any commentary outside the JSON object.

TEXT SAMPLE:
"""Gay, Lesbian, and Homosexual – these words have become common in our vocabulary as homosexuality has become one of the big ethical issues of our time. Supporters view homosexuality as a form of love that should be accepted as normal by society. They advocate legal same-sex marriage, promote homosexual equality, and some even claim that the Bible supports homosexuality. In some respects, their reasoning sounds right. If two people of the same sex love each other, then why shouldn’t they be together? However, many people, even those who aren’t religious, view homosexuality as something wrong. This is because at the core of their beings, people know that there is an underlying blueprint for humans. In truth, homosexuality is something that is wrong, and it is wrong for two main reasons.

First, homosexuality goes against God’s design for human beings. The first two chapters of Genesis perfectly illustrate this. At the beginning of the world, God created the first people, Adam and Eve. “And God created man in His image; in the image of God He created him. He created them male and female” (Genesis 1:27). God designs each person (while they are still in the womb) as either a male or a female.

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Furthermore, God designed sexual attraction and marriage to be between a man and a woman, not between people of the same sex. After creating Adam, “the LORD God said, ‘It is not good that man should be alone; I will make him a helper comparable to him” (Genesis 2:18). Considering that Adam is a man, wouldn’t a comparable helper be a man as well? Genesis 2:22-24 gives the answer: “Then the rib which the LORD God had taken from man He made into a woman, and He brought her to the man. And Adam said: ‘This is now bone of my bones and flesh of my flesh; she shall be called Woman, because she was taken out of Man.’ Therefore a man shall leave his father and mother and be joined to his wife, and they shall become one flesh.” God created a couple – one man and one woman. As the first humans, Adam and Eve reveal the basic blueprint or template of God’s design for human beings. It is evident, then, that man and woman are divinely designed for one another; they complement one another. For example, in areas where men are stronger, women are usually weaker, and in areas where women are stronger, men are usually weaker. Furthermore, one of the most apparent proofs that God designed sexual attraction and marriage to be between a man and a woman is that reproduction of the human race can only come through the union of a male and a female. This is the way the Creator designed it to be. “And [Jesus] answered and said to them, ‘Have you not read that He who made them at the beginning “made them male and female”, and said, “For this cause a man shall leave father and mother and shall cling to his wife, and the two of them shall be one flesh?” Therefore they are no longer two, but one flesh. Therefore what God has joined together, let not man separate’” (Matthew 19:4-6).

Rejecting God’s design will only cause negative effects. For instance, consider a little child who has recently discovered how delicious candy is. It is so pleasing to his taste buds, that he decides he will never eat anything else. When he refuses the dinner that his mother made, asking for candy instead, she adamantly refuses. “But why can’t I eat candy?” the child asks, “I love candy; it tastes good.” When his mother explains that candy is filled with sugar, which his body was not designed to live off of, the child retorts, “I don’t believe you! Why would something that tastes so good be bad for me? I was born with these taste buds, and these taste buds tell me that candy is good!” The little boy decides to stick to his beliefs, eating nothing but candy. It is not long before he starts to feel sick, and his body dramatically weakens. As time goes on, he will only get weaker and weaker because his body was not designed to live off of candy. Going against the way something is designed only brings malfunction and eventual breakdown. Homosexuality is against God’s design, and, therefore, practicing it will bring a person to ruin because humans were created for something better.
Not only does homosexuality go against God’s design, but it also goes against God’s commands. Being perfect, all-powerful, loving, and the one-and-only, God created rules for human beings to follow. He did not create these rules to be mean, oppressive, or controlling, but rather, to instruct people as to what is best for them. Since He designed them, He would know. One of His commands is that He alone be worshipped because He alone is God. “It is written, ‘You shall worship the LORD your God and serve Him only” (Luke 4:8). To put anything else above God in our hearts and minds is idolatry, and idolatry is at the heart of homosexuality. Homosexuality (or any sexual sin, for that matter) is the result of a sinful heart that worships (covets, lusts after) the image of the human instead of worshipping God as it should. Romans 1:26-27 aptly refers to this: “For they exchanged the truth of God for a lie, and worshiped and served the creature rather than the Creator, who is blessed forever. Amen. For this reason God gave them over to degrading passions; for their women exchanged the natural function for that which is unnatural, and in the same way also the men abandoned the natural function of the woman and burned in their desire toward one another, men with men committing indecent acts and receiving in their own persons the due penalty of their error” (Romans 1:26-27).
Also, the Bible contains many of God’s commands against sexual sins (of which homosexuality is a part). One of the first examples is found in Leviticus 20:13, where God is giving His laws to the set-apart nation of Israel: “If there is a man who lies with a male as those who lie with a woman, both of them have committed a detestable act; they shall surely be put to death. Their blood-guiltiness is upon them.” This verse and the previous verse from Romans reveal God’s view of homosexuality. To the Designer of human beings, homosexuality is “degrading”, “unnatural”, “indecent”, and “detestable”. That is why God commands that we “Flee sexual immorality. Every sin that a man does is outside the body, but he who commits sexual immorality sins against his own body” (1 Corinthians 6:18).
As with rejecting God’s design, rejecting God’s commands will only bring sorrow. God is just, and He cannot let sin go unpunished. Breaking His laws is just like breaking the law of the land – there will be consequences. The consequences to rejecting God’s commands, however, affect ones soul; it affects where a person will go after dying. “Or do you not know that the unrighteous will not inherit the kingdom of God? Do not be deceived; neither fornicators, nor idolaters, nor adulterers, nor effeminate, nor homosexuals, nor thieves, nor the covetous, nor drunkards, nor revilers, nor swindlers will inherit the kingdom of God” (1 Corinthians 6:9-10).

Proponents of homosexuality may argue that such punishment is unjust, considering that people can be born with homosexual tendencies. However, although it is true that people can be born with homosexual tendencies, that fact does not make them innocent of breaking God’s law. The reason a person can be born with homosexual tendencies is because every human being is born with a sinful nature. That is, a heart that does not want or seek after God; a heart that is naturally inclined to reject God’s design and disobey God’s commands because it wants what it wants when it wants it. Consequently, influences such as medical imbalances, improper upbringing, and sexual or mental abuse may cause a person to have stronger tendencies to give in to his sin nature, which can be expressed in homosexuality. No one is forced to be a homosexual, however, nor is a person born homosexual. Homosexuality is the result of a person giving in to his sinful nature. Giving in to one’s sinful nature may feel right; however, that does not make it right. As Proverbs 14:12 says, “There is a way which seems right to a man, but the end of it is the ways of death.”

Also, the fact that certain influences may contribute to a person giving in to his sinful nature does not make the person innocent. For example, imagine a man who just lost all of his vast wealth because the corporation in which he invested just crashed. Depressed, angry, and hopeless, the man buys a gun and takes out his frustration on some innocent townspeople, killing a little girl and her mother. Evidently, the man was not in his rightful mind, but, nonetheless, he is responsible for his crime and must bear the punishment. Similarly, to practice homosexuality, regardless of influences, is to reject God’s design and break His law. Thus, God’s punishment is fully just and appropriate.

In spite of this, there is hope. God sent His Son, Jesus Christ, to release people from the hold sin has on them. Just like every other human being, a person practicing homosexuality is unable to do anything to make himself good enough for heaven. Before God, every person is guilty. However, “God so loved the world that He gave His only begotten Son, that whoever believes in Him should not perish but have everlasting life. For God did not send His Son into the world to condemn the world, but that the world might through Him be saved” (John 3:16-17). By sending His Son to die for sinners, God is offering the free gift of eternal life in heaven and salvation from death. The only thing a person needs to do is accept God’s offer by repenting of his sin and believing in and following God!

To summarize, homosexuality is wrong because it goes against God’s loving design and commands for human beings. God designed each human being as either a male or a female, and he designed sexual attraction and marriage to be between a male and a female, not between people of the same sex. Also, God commands that He alone be worshiped and that people flee from sexual sins (including homosexuality). Because God is the Master Designer and Lord over all, rejecting His designs and commands will only have negative and serious consequences. These consequences are not unjust because each person has broken God’s law and is guilty before God. However, God offers hope. He sent His only Son to pay the price of the sin of those who repent and believe in Him.
"""

```json
{
  "format": {"score": 1, "justification": "The text sample is poorly structured with formatting issues such as inconsistent indentation and paragraphing, making it somewhat difficult to read."},
  "voice": {"score": 0, "justification": "The text has a very specific, religious and judgmental tone, which does not present a clear, distinctive authorial voice."},
  "knowledge_density": {"score": 1, "justification": "The content contains religious arguments and biblical references, but much of it is repetitive and lacks substantive, original information."},
  "diversity": {"score": 0, "justification": "The text primarily discusses a religious perspective on homosexuality, with no specialized or niche knowledge presented."}
}
```