Reviewerly/exHarmony huggingface dataset:
IoT Security Techniques Based On Machine Learning: How IoT Devices use AI to Enhance Security

The internet of things (IoT) integrates various devices within the network to come up with intelligent and advanced services that help protect the privacy of the user and attacks, which includes eavesdropping, jamming, denial of service (DOS) attacks, and spoofing attacks. This research paper investigates the model used by IoT systems in cooperation with AI to enhance devices' security. The report also reviews IoT security solutions focused on machine learning technology, which includes reinforcement of learning, unsupervised learning, and supervised learning. The article also focuses on IoT malware detection, secure offloading, access control, and authentication techniques based on machine learning, which is AI. Additionally, the paper addresses the challenges which need to be investigated and addressed when implementing these machine learning schemes of security in IoT systems practically. IoT celebrated as the next technological revolution's enabler would involve easy accessibility across extreme security, complex service mobility and context-aware, and cellular network networks. Thus, AI can play a significant role in the technology of the network infrastructure. However, by using the principles, instruments, and technologies of AI in cellular connections used by IoT, a range of problems will surface. The fundamental issues in using AI in wireless information systems that enable end-to-end IoT connectivity with possible comprehensive future research directions and solutions are addressed in this paper.
The Indian Government enacts the comprehensive Information Technology Rules providing governance structures for social media and related companies

Introduction The Indian Government in February, 2021 enacted the comprehensive Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021 (“Media Code”) providing…
Growth Divergence and Income Inequality in OECD Countries: The Role of Trade and Financial Openness

This paper analyses trade and financial openness effects on growth and income inequality in 35 OECD countries. Our model takes into account both short run and long run effects of factors explaining income divergence between and within the countries. We estimate, for the period 1995-2016, an error correction model in which per capita GDP and inequality are driven by changes over time of selected factors and by the deviation from a long run relationship. Stylised facts suggest that trade and financial openness reduce the growth gaps across the countries but not income inequality, and the effects of finance are stronger in high income countries. Nevertheless, low and middle income countries benefit more from international trade. Our contribution to the existing literature is threefold: i) we study the short and long run effects of trade and financial openness on income level and distribution, ii) we focus on developed countries (OECD) rather than on developing and iii) we provide a sensitivity analysis including in our baseline equation an institutional indicator, a trade agreement proxy and a dummy of global financial crisis. Estimates results indicate that trade openness significantly improved the conditions of OECD low income countries both in short and long run mostly, consistently with the catching up theory. It also decreased inequality, but only in low and middle income countries. Differently financial openness had a positive and significant impact only in the short run on middle income countries and increased income disparities within countries in the short term in low income countries and in the long term in high income countries.
Performance Analysis of the Deep Learning Method for Medical Cases

The development of technology is moving very rapidly, especially in the medical field.This is due to the increasing number of cases of disease requiring the diagnostic ability of a Medical Expert to analyze, but not all Medical Personnel can carry out an in-depth analysis with a Medical Expert.Therefore, a lot of research has been carried out to make technology to help in medical process.Having research that can mimic a medical expert's ability to diagnose disease can increase the chances of a patient being saved before it's too late.There are many methods used in research to assist in the process of diagnosing a patient's disease.Deep learning method is the one that is used.Deep Learning method is split up into several derived methods, that methods are Deep Neural Networks, Convolutional Neural Networks, and Recurrent Neural Networks.With analyzing abilities each derived methods, it can make it easier for further research to create or develop better research than before in order to advance technology in the medical field...
SISTEM INFORMASI FITNESS CENTER NAGO MAS BERBASIS WEB

Nago Mas Fitness is a place that provides sports equipment which serves every customer who comes to do fitness sports. Processing membership data on Nago Mas Fitness still uses the manual methods, namely the bookkeeping system so that the difficulty of employees in processing membership data and making reports is a problem at Nago Mas Fitness. The purpose of this research is to design an Information System for Fitness Center in Nago Mas. In making this Fitness Center Nago Mas Information System used programming language PHP and HTML. And using database application PhpMyadmin. With the existence of the Nago Mas Fitness Center Information System, employee performance can be more effective and efficient in processing membership data. By entering data in the form of member data, instructor data, admin data, and transaction data so as to produce output in the form of transaction reports based on date and transaction reports based on member packages. With the existence of the Nago Mas Fitness Center Information System, it is expected to improve employee performance at Nago Mas Fitness.
Soft skills in young people in regions

This article is devoted to the problem of studying soft skills in young people in regions. For this study, the authors subdivide soft skills into four categories: behavioural group, values-related group, group of needs and motives and emotional group. The empirical research, conducted in 2020 in Chelyabinsk (Russia), involved 371 young people from the Chelyabinsk region aged 17 to 30 years and older. To assess the development level of the identified groups of soft skills, the authors created a questionnaire, applied Schwartz Value Survey and used the Mann-Whitney U test for the quantitative comparison of two groups and the Kruskal-Wallis one-way analysis of variance for the quantitative comparison of three or more groups. The results of empirical research showed that the soft skills of the behavioural group and the group of needs and motives are more developed. Most of the respondents noted that they had developed communicative skills, stable behaviour, the ability for self-development and self-improvement. The authors also note that the development of soft skills increases with age among the respondents older than 30 years old.
We’ll Fix it in Post: What Do Bug Fixes in Video Game Update Notes Tell Us?

Bugs that persist into releases of video games can have negative impacts on both developers and users, but particular aspects of testing in game development can lead to difficulties in effectively catching these missed bugs. It has become common practice for developers to apply updates to games in order to fix missed bugs. These updates are often accompanied by notes that describe the changes to the game included in the update. However, some bugs reappear even after an update attempts to fix them. In this paper, we develop a taxonomy for bug types in games that is based on prior work. We examine 12,122 bug fixes from 723 updates for 30 popular games on the Steam platform. We label the bug fixes included in these updates to identify the frequency of these different bug types, the rate at which bug types recur over multiple updates, and which bug types are treated as more severe. Additionally, we survey game developers regarding their experience with different bug types and what aspects of game development they most strongly associate with bug appearance. We find that Information bugs appear the most frequently in updates, while Crash bugs recur the most frequently and are often treated as more severe than other bug types. Finally, we find that challenges in testing, code quality, and bug reproduction have a close association with bug persistence. These findings should help developers identify which aspects of game development could benefit from greater attention in order to prevent bugs. Researchers can use our results in devising tools and methods to better identify and address certain bug types.
Study on the Teaching Methods for Korean as a Foreign Language by using Mobile Apps focusing on ‘HanTongE’: A Multilingual Vocabulary Translation App

The development of technology has made a great deal of research on education using smart devices, which has brought about many changes in the field of education. In particular, interest in foreign language education through mobile apps has increased, and a lot of mobile apps are emerging in Korean language education. However, most mobile apps are built around personal learning, and learners find it difficult to apply what they have learned in the app to their lives. So, in this research, the mobile app for learning has its purpose in order to present the lesson plan used for the class in the classroom, not just end use. To that end, we have described the current state of mobile applications in Korean language education and the educational content of multilingual vocabulary band applications “HanTongE” and “HanTongE”. Based on this, we adopted the method of flipped learning, which is an activity- centered lesson method, and presented an education plan in which self-directed learning and learners are the main subjects of the lesson.
LibGuides: Instructional Strategies: Specialized Databases

This guide is for the subject of Instructional Strategies. It contains resources available in the NCU Library.
LibGuides: Identifying Sources in Works Cited Lists and Bibliographies: Newspaper Article

Works cited lists are very effective ways to find relevant sources for your research. In order to be able to make use of the information in works cited lists, you must be able to identify the kind of source it is: is it a book, a chapter in a book, a jour
Research of formation features of the system of value personality orientations in the learning process and its impact on motivation professional choice

The purpose of the research is to examine psychological determinants of the formation and development of pedagogical activity motivation. The relevance of the research determined that the integration of Kazakhstan into the global system of higher education, the modernization different fields of education and socioeconomic changes in society place new demands on higher education, the quality of training, involving a rethinking the main directions of vocational training of pedagogical staff. In the conditions of modern society updating, a shift in the values there is a need for the teacher to consistently and fully implement social and professional effects of education, able to educate a generation ready to free choice, creativity and self-realization. The research of psychological bases of formation and development of professional pedagogical activity motivation is currently the most urgent direction of psychopedagogical research, as the knowledge and understanding of motivational sphere of any specialist allows developing his professional identity.
MODELING MANAGEMENT INFORMATION SYSTEM AT DISDIKPORA KARAWANG SCHOLARSHIP

Scholarship from Disdikpora Program attracts lots of attention from students. Due to many problems encounters at the operational process of managing the scholarship which is still done conventionally. The impacts of the slow decision-making process on the selection caused dissatisfaction. The purpose of this study is to propose to Disdikpora a scholarship management information system modeling to improve the effectiveness and efficiency of the service and decision making. The methodology used is the Unified Modeling Language (UML) which is a set of structures and techniques for modeling Object-Oriented Programming (OOP). The result of this research is a scholarship management information system that can be used by the Disdikpora in the management of district-level college scholarship. Keywords: scholarship, management information system, Object-Oriented Programming (OOP)
AN ERROR ANALYSIS OF PUNCTUATION IN DESCRIPTIVE TEXT AT THE SEVENTH GRADE STUDENTS OF SMP N 9 SALATIGA IN THE ACADEMIC YEAR 2020/2021

Adellaviani, Septita. 2020. An Error Analysis of Punctuation in Descriptive Text at the Seventh Grade Students of SMP N 9 Salatiga in the Academic Year 2020/2021. A Graduating Paper. English Education Department. Teacher Training and Education Faculty. State Institute for Islamic Studies of Salatiga. Counselor : Sari Famularsih, S.Pd.I., M.A.The aims of this research are to know type of punctuation mistakes are usually used by students, and to know what the case that mistakes they do.. This study applied descriptive qualitative method. The techniques of collecting data was through observation and documentation based on practice who given from the researcher that is description text without punctuation.In this study use qualitative method in descriptive analysis. It was do with an explanation as follows; collecting data from the respondents, classifying data into grammatical errors based on Rod Ellis, analyze data, describe data, interprate data, and the last is conclude the data. The total population of sample was 20 students. The research finding showed that the most common error which most students made are capital letter 47%, period 43%, and comma 10%. It can be concluded that most of the Seventh Grade Students of SMP N 9 Salatiga are still make error of using punctuation. Keywords: Analysis, Descriptive, Pumctuation
Pengembangan Multimedia Interaktif Berbasis Kebudayaan Lokal pada Tema Indahnya Kebersamaan untuk Siswa Kelas IV

&lt;div align="center"&gt;&lt;table width="645" border="1" cellspacing="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top" width="439"&gt;&lt;p&gt;&lt;strong&gt;Abstract: &lt;/strong&gt;This research aims to produce interactive multimedia based on local culture that is feasible in terms of validity, practicality, attractiveness, and effectivity. The development model used was the Lee &amp;amp; Owens model, consists of five steps: analysis, design, development, implementation, evaluation. The validator stated that interactive multimedia was very valid with a score of 92.9%. Field test results showed that practicality of the product reached 94.5%, and level of attractiveness reached 95.9%. The results of the cognitive domain t-test were 8,746&amp;gt;1,671, the affective domain was 6,028&amp;gt;1,671, and the psychomotor domain was 3,705&amp;gt;1,671. Those three analysis points out that t-empirical&amp;gt;t-table. It was concluded that interactive mulitmedia was valid, practical, attractive and effective.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Abstrak:&lt;/strong&gt; Penelitian ini bertujuan menghasilkan multimedia interaktif berbasis kebudayaan lokal yang valid, praktis, menarik, dan efektif. Model pengembangan menggunakan model Lee &amp;amp; Owens, terdiri dari lima tahap, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Validator menyatakan multimedia interaktif yang dikembangkan telah sangat valid dengan perolehan skor 92,9%. Hasil uji lapangan menunjukkan tingkat kepraktisan produk mencapai 94,5 %, dan tingkat kemenarikan mencapai 95,9%. Hasil perhitungan uji-&lt;em&gt;t &lt;/em&gt;ranah kognitif adalah 8,746 1,671, ranah afektif adalah 6,028 1,671, dan ranah psikomotor adalah&lt;em&gt; &lt;/em&gt;3,705 1,671. Ketiga analisis uji-&lt;em&gt;t&lt;/em&gt; menunjukkan &lt;em&gt;t-empirik&lt;/em&gt; &lt;em&gt;t-tabel&lt;/em&gt;.&lt;em&gt; &lt;/em&gt;Disimpulkan bahwa multimedia interaktif telah valid, praktis, menarik, dan efektif.&lt;strong&gt;&lt;em&gt;&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
Research Guides: Library Team Reads: Welcome Petrels!

What we, the library team members, have read/are currently reading with reviews for the Oglethorpe community.
Remediation of Historical Photographs in Mobile Augmented Reality

Being present at a location of historical significance, often demands imagination to understand the full scope of the area. An approach to spark one’s imagination is to present a mediated simulation of a historic location in situ. As an application example, we used the sitsim AR platform to develop a simulation that conveys the history of fishermen in the historic fishing village of Storvågan in Lofoten, Norway. The study presents a rendition of the sitsim AR platform’s functionality for engaging presentations of historical photographs. This functionality is enhanced from solely representing buildings in a historical photograph into also representing animated human characters. In Storvågan, a museum (Lofotmuseet) occupies historically significant buildings amid the historic surroundings. This museum exhibits a historical photograph of fishermen that also shows how the area once looked. This photograph is remediated into a 3D animation, presented as a real-time generated simulation, at the location where the photograph was originally photographed. The study documents a design experiment including the modelling and animation of a 3D representation depicting the photograph. The functionality is evaluated based on user feedback from a case study of a beta version on location in Lofoten. Users reported that the animated fishermen contribute to an engaging experience and a feeling of being “part of the history.” The majority of users perceived the 3D representation as credible. An analysis of the modelled characters concludes that the 3D-models lack perceptual validity; hence, the case study’s positive results were somewhat unexpected. Three theories are presented as conceivable explanations for the unexpected result. Ultimately, the study provides a method for modelling and animation of people from a historical photograph, and showcases how the animation of human characters in a sitsim may be applied to convey cultural heritage in an engaging way.
Una postilla lessicale di dialettologia veneta: il lemma mistico

This contribution deals with the adjective mistico 'only' used in a very limited area between the provinces of Venice and Treviso (Veneto, Italy). This adjective is almost in the lexica of every Venetian variety and is nowadays almost obsolete, employed only by people of old age. What is peculiar is its meaning: since it cannot but derive from the Greek word mystikos 'mystic', how the new meaning could develop remains thus far unexplained.
린 6시그마 분석을 통한 도면 주기 품질 향상 방안 연구

Purpose: The purpose of this study was to find useful solutions by analyzing causes and results about defects on mechanical drawing notes and provide an automated tool with solutions to mechanical engineers.Methods: The collected data for defects on mechanical drawing notes were from ongoing development and mass production projects. Various measurement methods were used based on the Lean 6 Sigma analysis such as Process analysis, C&E diagram and some statistical analysis.Results: The results of this study are as follows; The results of the Lean 6 Sigma analysis, the validity of the selected indicators for improving drawing notes quality was verified through the verification of cause variables. The strategy established to improve the mechanical drawing notes was reflected as an automated program, and the defects were within a manageable range and achieved target Sigma level.Conclusion: Through the application of the “Mechanical drawing notes automation tool”, it is expected to resolve the “Voice of Customer, VOC” and “Voice of Business, VOB”
Optimization of Tunnel Leakage Treatment Scheme Based on Cloud Model TOPSIS

Groundwater encroachment leads to the frequent occurrence of tunnel seepage disease. It is an important issue to select effective treatment scheme for tunnel seepage treatment. Considering the uncertainty of evaluation factors of tunnel seepage control, the cloud model and TOPSIS evaluation method are combined to eliminate the influence of subjective factors on seepage control evaluation. Based on a large number of engineering practices and existing research results, the evaluation index system of seepage management in operating tunnels is constructed, including four first-level evaluation indexes of technical adaptability, environmental adaptability, economic adaptability and social adaptability, corresponding to 16 secondary evaluation indicators of leakage water treatments program. According to the monitoring data of leakage water in the sensitive section of Wangjiawan in Wuhan City, the five alternative water leakage treatment schemes of surface plugging method, waterproof plate waterproof method, spray plugging method, grouting treatment method and waterproof gasket method are proposed. The cloud model TOPSIS is used for evaluation and selection, and the grouting treatment method is determined as the optimal solution, which is applied to the evaluation of the leakage treatment scheme for operating subway tunnels.
Ecossistemas de Dados naWeb: da teoria aos desafios

A number of initiatives have been developed to share and consume data on the Web.The growing interest in these initiatives drove the emergence of Data on Web Ecosystems, which provide an environment for the creation and management of initiatives of data sharing, as well as providing the necessary support to ensure the sustainability of such initiatives.These ecosystems promise a range of benefits for their participants, such as creating new business opportunities, generating innovation and creating value from the publication and consumption of data on the Web.In this course the main concepts related to this new environment are discussed, including theoretical relevant aspects as well as challenges and research opportunities in this area.
An Assessment of the Impact of E-Banking on Nigeria’s Economic Growth, 2008 - 2018

This study assesses the impact of e-banking on Nigeria’s economic growth between 2008 and 2018. It examines the impact of Mobile transfer; Point of Sale (POS); and Automated Teller Machine (ATM) on economic growth. Expost-facto research design was adopted wherein data was generated from Central Bank of Nigeria’s (CBN) statistical bulletin for various years, 2008 - 2018. Augmented Dickey-Fuller Unit Root test statistic, error-correction mechanism, Heteroscedasticity Breusch-Pagan-Godfrey Test, and Durbin-watson tests were used to analyse the data. The result of analysis reveals that Mobile Transfer and Point of Sales (POS) have both negative and positive impacts on the Real Gross Domestic Product (RGDP) for different years; while the Automated Teller Machine (ATM) exhibited strong positive impact on the Real Gross Domestic Product (RGDP). The implication of these finding for stakeholders and researchers in the banking industry and national economy includes its exposition of prevailing factors hindering the impact of e-banking regime, the need for urgent policy to resolve them and pursue aggressive public awareness campaigns of e-banking.
DI Library: About the DI Library: Contact Us

Hours, contact information, policies, and services of the DI Library Contact information for the DI Library and librarians, including email and phone numbers