Reviewerly/exHarmony huggingface dataset:
Prediction of Bandung City Traffic Classification Using Machine Learning and Spatial Analysis

This research proposes a visualization of Bandung City congestion map classification using machine learning and kriging interpolation methods. The machine learning methods used are Naive Bayes and Artificial Neural Network (ANN) for the congestion classification process. The kriging interpolation used is simple kriging to create a spatial location map visualization on the congestion classification prediction. They are based on the classification results of both methods. Naïve Bayes is ideal supervised learning for classification, while ANN is ideal unsupervised learning for prediction. The classification was performed on arterial and collector roads with 11 intersections that are congestion points. The data used is traffic counting data for Bandung City in April 2022. The congestion classification is divided into four categories based on the congestion level. This category division causes data imbalance, so the Random Oversampling technique is used to overcome data imbalance. The result is that the ANN method has better performance, with an accuracy rate of 93% and an RMSE value of 0.9746, while the Naïve Bayes method has an accuracy rate of 90% and an RMSE value of 0.9381. The resulting classification map shows that in April 2022, the southern area of Bandung City experienced the highest congestion compared to the northern, western and southern areas. This research provides the best algorithm between the two methods. It provides information on congestion in Bandung City by visualizing the congestion classification map to reduce traffic congestion in the city of Bandung.
Improved User Interface Design on Mobile Apps “X” Using the Goal Directed Design Method

Mobile Apps “X” is one of the supporting applications for the Telkom University community that has been downloaded more than 10,000 times and received a rating of 3.9 on the Google Play Store. There are several user reviews that expect an improvement in the Mobile Apps “X” user interface. The problem found is the complexity of seeing the class schedule because they have to go through several menus first. The aim of the research is to improve the application to be even better so as to eliminate the complexity when used. This is a matter of ease of use. After evaluating the application, the SUS score is 61, the Completion Rate for the task of viewing class schedules is 50%, the task of viewing attendance information is 43%, and the Overall Relative Efficiency is 54%. The solution in this research is to improve the user interface using the Goal Directed Design method which will focus on meeting the goals of the user. The results of the improvements are an increase in the SUS score to 82, the Completion Rate for the task of viewing class schedules to 100%, the task of viewing attendance information to 100%, and the Overall Relative Efficiency to 100%. When interviewed at the end of the evaluation, users said that this design had met their goals. Thus, this improvement has become a solution to application problems.
Analysis and Design of Game-Based Learning Applications for Early Childhood Using Children-Centered Design Method

Early childhood education is a very important stage to prepare early childhood to enter a higher level in basic education. Therefore, appropriate learning methods are needed so that children can be motivated to learn, because early childhood requires interactive and fun learning methods by playing. Based on observations and interviews conducted, early childhood education still uses conventional learning methods. The conventional learning method makes children feel bored while learning and less motivated to learn, especially recognizing the letters of the alphabet and numbers. Game-based learning is a learning method that is an innovation for early childhood learning because it can motivate children to be more enthusiastic in learning. According to existing research, mobile game-based learning is very effective in motivating early childhood learning. Children-centered design is used as a research method because this method places children as the main object of research. Quality in Use Integrated Measurement is used as a usability testing method. The user experience obtained from the results of the analysis will be implemented into a game-based learning application that suits the user's needs. The results of the tests carried out showed results of 87% for low personas, 91% for mid persona, and 95% for high persona.
Implementasi Face Recognition Pada Absensi Karyawan Menggunakan Local Binary Pattern Histogram dan SHA 256 bit

Attendance is an activity that states the presence or absence of an employee. One of the technology models used to express the presence of an employee is a fingerprint machine. PT Global Andalas Cargotama has implemented an employee attendance system using a fingerprint. However, in the process of implementation, the fingerprint machine has weaknesses that are vulnerable to manipulation, fingerprint identification which is often hampered due to the need for routine machine maintenance and attendance recapitulation which is still done manually and not in real time. The face recognition system is an application to recognize faces in real time and accurately and can be applied to overcome the weaknesses of the fingerprint machine. This study uses the LBPH (Local Binary Pattern Histogram) method in recognizing employees' faces when doing attendance, this is based on several studies that have been done previously, this method has a high level of accuracy in recognizing faces. Meanwhile, SHA256 bit cryptography is used to solve the problem of attendance manipulation. The results of facial recognition both when attendance comes in and attendance goes home will be stored on the server computer locally to state employee attendance. The test results from this study showed that the attendance application was able to recognize the employee's face accurately with an average accuracy rate of 0.9511 by paying attention to the room lighting parameters, accessories on the face and the distance from the camera to the face. Through this research, it is expected to be able to overcome the problem of the weakness of the fingerprint machine and the attendance process at PT Global Andalas Cargotama to be more effective.
Sistem Pakar Diagnosa Penyakit Disebabkan Rokok dengan Menggunakan Metode Forward Chaining

The high cost and takes a long time to consult with a lung specialist at the hospital and the diseases caused by smoking are classified as complaints that are dangerous for the continuation of the disease. So we need an expert system to adopt human knowledge to computers, so that computers can provide solutions like doctors can. This research uses qualitative research methods and is included in descriptive research. The method used in this study is the forward chaining method and the search method used is forward data tracing to find conclusions. Data collection techniques through interviews and literature study. This research uses PHP programming language with MySQL database. Based on the results of the comparison between literature studies and interviews, obtained 7 diseases caused by smoking along with their causes and solutions. With this research process, an expert knowledge system application will be produced to be able to diagnose for the treatment of the disease.
Sistem Penentuan Paket Penjualan dengan Algoritma FP-Growth Serta Metode Up dan Cross Selling

The Car Spare Part Shop is one of the Car Spare Parts Shops in Tangerang Regency. Based on interviews conducted with shop owners at the Car Spare Parts Store, it was stated that there was a decrease in sales income every month, so there was limited capital in purchasing car spare parts products which resulted in difficulties in choosing which car spare parts products to order. The purpose of this study is to create a system to process and utilize sales transaction data using the FP-Growth algorithm as well as up selling and cross selling methods which will later be used to sell car spare parts that are purchased simultaneously in a sales package determination system. The sales transaction data used is 6,674 transaction data for 1 year of operation of the Car Spare Part Shop (July 2021 - June 2022) with 30,956 records in Microsoft Excel format. The prototype system uses the Python framework flask and mysql database. Validation test results ensure that the software that has been made is in accordance with the expected functional requirements specifications. The results of the system quality test with ISO 9126 can be concluded in the criteria of Very Good with a value of 98.59%. With the results of the Functionality aspect of 99.25%, the results of the Reliability aspect of 98.13%, the results of the Usability aspect of 98.33% and the results of the Efficiency aspect of 98.66%. The results of system security testing with Acunetix and LOIC software have been carried out and the system is still stable and the system is declared safe when used.
Single Object Tracking with Minimum False Positive using YOLOv4, VGG16, and Cosine Distance

Siamese network is a solution to the problem of single object tracking. Siamese network is a comparison method that uses a neural network in it. In this case, the siamese network extracts several images with the same weight, then compares them. There have been many studies that use the siamese network for single object detection. However, many still have high false positives when the target object is in and out of the frame or is entirely blocked by something so that the target data stored has a high level of damage. This study aims to create a method to track an object (single object tracking), even though the object is blocked by something, temporarily exits the frame with minimum false positive to keep the target data clean. The authors developed the method based on YOLOv4, VGG16, and cosine distance. Furthermore, researchers combine these methods to solve these problems with the concept of a siamese network. The result is that the system can track a person even if the target is entirely blocked by something or even in and out of the frame and reappears in a different location with minimum false positive.
Analisis Perbandingan Kinerja Algoritma Klasifikasi dengan Menggunakan Metode K-Fold Cross Validation

This study aims to compare the performance of two classification data mining algorithms, namely the K-Nearest Neighbor algorithm, and C4.5 using the K-fold cross validation method. The data used in this study are iris public data with a total of 150 data and 3 label target classes, namely iris-setosa, iris-versicolor, and iris-virginica. The training data used is 97% or 145 data from 150 data, and the testing data used is 3% or 5 data, and the number of K in the K-fold cross validation is 30 or 30 times the experimental stage. The results showed that the performance of the K-Nearest Neighbor algorithm was 95.33%, recall was 95.33%, and precision was 96.27%. While the C4.5 algorithm obtained an accuracy of 96.00%, recall of 94.44%, and precision of 93.52%.
Passive Imperatives in Indonesian

An imperative clause is understood as a construction in which the subject is commonly filled by a second person but it is licitly dropped and the verb that co-occurs with it is commonly realized by a basic form in Indonesian. An active clause, on the other hand, contains an obligatory subject, the verb inflected with meN verbal prefix, and an object that makes the sentence readily transformed into its passive clause counterpart. Given the characteristic contrasts between an imperative clause and an active clause in Indonesian, it seems to be impossible to derive a passive imperative. However, imperative passives are available in Indonesian. The present study aims to uncover the issues of imperative passives in Indonesian. The study employs a descriptive qualitative method. Most of the data for the study were obtained from Leipzig Corpora and the remaining data were elicited from other speakers of Indonesian. Adopting the theory of a speaker commitment hypothesis for the analysis, the findings show that Indonesian has a passive imperative. This support can be evidenced by the fact that an imperative passive can be associated with a complex sentence construction in which the subject of the passive imperative clause can be recovered from the main clause thereby corroborating the idea that passive imperatives operate on a par with negative imperatives which possess prototypical passive constructions.
Penerapan Metode K-Medoids Clustering Untuk Mengelompokkan Ketahanan Pangan

Food is a basic need that must be fulfilled and easily accessible to the entire community. After the end of the pandemic period, it still caused several sectors to decline, including the agricultural sector, which resulted in crop yields also declining. The problem faced by several regions in Indonesia, one of which is the North Sumatra region, is that the availability of food products has decreased and increased unstably due to the lack of information about the grouping food security every year. This results in the food needs of the people in each region being unfulfilled. The purpose of this study is to group areas with the number of increases and decreases in food crop yields in North Sumatra using the K-Medoids algorithm. The K-Medoids algorithm includes a deflection algorithm that is quite efficient in carrying out the shaking of small datasets and the search for the most representative points and can overcome outliers. So that it can be used in the floundering of the influence of productivity and the level of food security. The results showed that the application of the K-Medoids algorithm resulted in a DBI (Davies Bouldin Index) value of 0.062 and a Silhouette Coefficient value of 0.8980, with the number of clusters as many as 3 clusters where Cluster_0 dominated by corn food crops experienced an increase in production by 5% and peanuts by 5%, Cluster _1 was dominated by a decrease in the number of soybean production yields by 38%, and Cluster_2 dominated by a decrease in green bean yield by 33%.
Implementasi Pondok Baca Dalam Peningkatan Minat Membaca Siswa SDN 105322 Desa Mesjid, Kecamatan Batangkuis

Indonesia is one of the countries with a fairly low literacy rate. Most Indonesian people do not realize the importance of literacy. Even some people do not understand what literacy is. Literacy is a form of reading, writing, and listening activities, which are accompanied by critical thinking so that they are accustomed to solving problems. Reading and writing both have not become a culture in Indonesia. In fact, the development of science and culture must start from both. The reading hut located at SDN 105322 Desa Mesjid has not been functioning properly. That’s why KKN 214 UINSU participants are trying to implement the reading cottage which will certainly increase interest in reading in children, especially students of SDN 105322 Desa Mesjid.&#x0D; Keywords : Interest, Reading, Literacy, Kids
Exploring Vietnamese university students’ perception of using Mobile Assisted Language Learning (MALL) to study English

As a result of tremendous technological breakthroughs over the past several decades, there has been an unparalleled expansion of portable smart devices and mobile applications, especially for language learning purposes. Despite the amount of research on Mobile Assisted Language Learning (MALL), little is known about non-English major students’ perceptions of the usage of MALL in Vietnamese universities. Using both qualitative and quantitative research approaches, this study explores the perceptions of non-English major university students at a Vietnamese university regarding the usefulness and ease of use of MALL in English learning based on the Technology Acceptance Model (TAM). 219 first- and second-year students were given a questionnaire to collect data, which was then combined with qualitative data acquired from semi-structured interviews and critically examined and analyzed. The results suggest that the majority of students regard MALL to be beneficial in terms of vocabulary acquisition, pronunciation enhancement, and ease of use. Consequently, it is highly suggested that MALL be implemented in the context of English teaching and learning at Vietnam’s higher education institutions.
Development of Learning Media Bowling Letters in Increasing Language Capabilities Early Children

This research at developing bowling letters game as learning media in increasing the early childhood language development, and knowing the feasibility of bowling letters as a learning media in developing early childhood language. It was a research and development (R&amp;D) which derives from Borg and Gall. The subject of this research was Play Group of State Kindergarten Perttiwi, Kecepatan Hulu district, Rokan Hulu Regency. Questionnaire validated by material and media experts, principal, and teacher was used for collecting the data. The data obtained was qualitative that was analyzed by the guidelines assessment criteria to determine the quality of bowling letter developed. This research produced a product like bowling letters as learning media based on media expert assessment was 82.6% in very proper category, 85% was from media expert assessment in very proper category, 84.37% was from teacher assessment in very proper category, and 83.75% was the limited trying out in very proper category. And for early childhood language development in the play group, it can be stated as developing because children are able to Pretend to read illustrated stories in books in their own words, Begin to understand two commands given at the same time, Begin to express a desire by saying simple sentences (6 words) and Start telling your experiences with simple stories
Perancangan User Interface dan User Experience menggunakan Metode Design Thinking pada Aplikasi Penjualan Basko Mas Kumis

One of the important factors in making a mobile application is the appearance of the User Interface, the User Interface is the way programs and users interact. User Interface can also be in the form of a visual display of a product that bridges the system with the user. If the interface design is bad, it is possible that it will be a reason for users not to use the application. By applying the Design Thinking method as a reference in making designs that are in accordance with the definition of Design Thinking itself, namely solving problems by approaching users according to the 5 stages in Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test. To test the researchers using the SUS (System Usability Scale) method with 8 respondents, the results of the SUS (System Usability Scale) test method were 77.2. This value is included in the Marginal category, with an Adjective Rank Good, and the Percentile Range is included in the B grade.
Performance Analysis of Openlitespeed and Apache Web Servers in Serving Client Requests

&lt;p class="Abstract"&gt;Web server those who use apache are now very familiar to users, because apache is easier to use than other web servers, but runs PHP applications (Hypertext Preprocessor) by handling 100000 requests is certainly very influential on the speed of the web server. Openlitespeed is a web server that functions the same as apache, but server users are more likely to use openlitespeed. This study conducted a performance test on both web servers to find out which web server is very suitable for use in completing client requests. This test uses the https://webpagetest.org, https://gtmetrix.com and https://developers.google.com/speed/pagespeed/insights applications. To do benchmarking of the many diverse client requests. The trial results in the current study provide benchmarking results which result in terms of time usage.&lt;/p&gt;
Verbal interaction in the classroom at SMP Negeri 6 Majene: An analysis flanders interaction categories

The purpose of this study was to analyze the verbal interactions of students in class VIII of SMP Negeri 6 Majene, by analyzing the verbal interactions between teachers and students in class VIII of SMP Negeri 6 Majene in the 2020/2021 school year. This research is a descriptive qualitative research. Data collection techniques used checklist observation and video tapping. Researchers took 10 grade VIII students of SMP Negeri 6 Majene as research subjects. The results showed that in the teacher category more often appeared to accept feeling, ask question, criticizes / justifies authority. Furthermore, in the student category the most dominant was student talk response. In this case, researchers assess, that teachers and students are still lacking in verbal interaction and there are still many categories that have not been fulfilled. Furthermore, students also sometimes experience confusion and difficulty in proper verbal interaction. Then they don't really understand what is being discussed so they are afraid of being wrong even though students know what to say to the teacher.
The use of flashcard to improve students' vocabulary mastery in writing descriptive text: case of grades 7 of SMPN 5 Ambarawa in the academic year 2021/2022

This study aims to determine: (1) To find out students' vocabulary mastery of SMPN 5 Ambarawa in writing descriptive text taught with using flashcard (2) To find out students' vocabulary mastery of SMPN 5 Ambarawa in writing descriptive text taught without using flashcard. (3) To know the significant difference of students' vocabulary mastery in writing descriptive text taught with and without using flashcard. This research is a quasi-experimental research. This research was conducted at SMPN 5 Ambarawa in May-June 2022. The population in this study was class VII students consisting of 33 students in the experimental class and 33 students in the control class. The experimental class in its treatment using flashcards while the control class only uses the lecture method as a learning process. The design used in this study is the Pre-Test Post-Test Control Group Design. The research instrument was in the form of a learning outcome test. To test the hypothesis using the paired sample t-test. Data analysis was done descriptively. The results of this study indicate that: (1) in the experimental class the average value of the pretest is 57.33 while the posttest average value is 82.64 which is higher than the control class, (2) in the control class the average value of the pretest is 56.06 while the posttest average value is 66.66, still lower than the experimental class (3) the average posttest value of the experimental class &gt; control class is 82.64 &gt; 66.67 which means that the vocabulary mastery of the experimental class is higher than the control class. In the paired t-test, the results obtained are sig.2 tailed of 0.000 &lt;0.05 using flashcards is more effective.