Reviewerly/exHarmony huggingface dataset:
Diseño Tecnopedagógico con el uso de WhatsApp para estudiantes universitarios en tiempos de pandemia

The present investigation is generated in the context of the Contingency Academic Plan of the Bolivarian University of Venezuela, to comply with the continuation in the academic period 2020-1, due to the decree of State of Alarm throughout the National Territory, for the preservation of health due to the pandemic of COVID-19. The purpose of the research is to present a Technopedagogical Design with the use of WhatsApp, for the teaching and learning process of students in the curricular unit Biogeochemical Cycles, of the Degree Training Program Environmental Management of the Bolivarian University of Venezuela, Caracas headquarters. It is a qualitative research, with field survey, based on the Action Research approach. The results show that the use of WhatsApp, as a tool for the teaching and learning process, in non-face-to-face environments, strengthens the social interaction between students and teachers. The reason why WhatsApp was adopted as the main communication channel, for the implementation of the Technopedagogical design, instead of alternatives such as email, was because of the acceptance by the students. The limitations of this technological tool are related to the students' connectivity.
Design and Analysis of Intelligent Small-Micro Enterprise Cloud Service Model

Abstract The development of a new generation of information technology and the construction of information infrastructure have not only led to a rapid increase in enterprise productivity, but also become a revolutionary driving force for the transformation of enterprises to smart enterprises. The cloud service platform for smart small-micro enterprises researched and designed in this paper solves the troubles of traditional manual recording, heavy and inconvenient information aggregation. It is a kind of small-micro enterprise with multi-organization, multi-tenant, heterogeneous. The intelligent cloud service platform with features such as foreign land can promote more small-micro enterprises to join the ranks of informatization.
Comprehensive Multi-Agent Epistemic Planning.

Over the last few years, the concept of Artificial Intelligence has become central in different tasks concerning both our daily life and several working scenarios. Among these tasks automated planning has always been central in the AI research community. In particular, this manuscript is focused on a specialized kind of planning known as Multi-agent Epistemic Planning (MEP). Epistemic Planning (EP) refers to an automated planning setting where the agent reasons in the space of knowledge/beliefs states and tries to find a plan to reach a desirable state from a starting one. Its general form, the MEP problem, involves multiple agents who need to reason about both the state of the world and the information flows between agents. To tackle the MEP problem several tools have been developed and, while the diversity of approaches has led to a deeper understanding of the problem space, each proposed tool lacks some abilities and does not allow for a comprehensive investigation of the information flows. That is why, the objective of our work is to formalize an environment where a complete characterization of the agents' knowledge/beliefs interaction and update is possible. In particular, we aim to achieve such goal by defining a new action-based language for multi-agent epistemic planning and to implement an epistemic planner based on it. This solver should provide a tool flexible enough to reason on different domains, e.g., economy, security, justice and politics, where considering others' knowledge/beliefs could lead to winning strategies.
Unsupervised 3D Object Retrieval in Loop View

For 3D object retrieval, traditional multi-view methods usually rely on supervised classification for feature learning, which requires lots of manual efforts to annotate data.Differently, we present an unsupervised scheme to deal with the problem by using loop view data.First, we perform unsupervised deep learning of 3D objects for multiple loop view data and we leverage random data mixture to learn the latent relations between different shapes.Then, we introduce an optimal matching method for similarity matching, where the optimal value is calculated by averaging the minimized loop view distances.Finally, we propose a filtering algorithm for loop view features to reduce data redundancy, which can significantly save the computational cost yet preserving the retrieval accuracy.We carry out experiments on two public datasets ModelNet40 and SHREC15.The experimental results show that, compared with related methods, our algorithm has achieved excellent performance for unsupervised 3D object retrieval without requiring data annotation.
Inclusion Experiences in Higher Education through Distance Modality

This article analyses three experiences in which education through distance modality has been a resource that allowed the most vulnerable groups to social exclusion in Latino America, to achieve higher education studies. The methodology is based in a documental analysis, from which were identified the factors that have allowed the social and educational inclusion in the studied experiences. The results show that distance education is an effective modality when the following factors are taken into consideration: integrated work; diversity awareness; technical, economical, and pedagogical assistance; encouragement of self-learning and formative assessment processes. Thus, it is concluded that distance modality is an alternative when it analyzes critically the difficulties generated by traditional education. This analysis fosters the creation of educational strategies to improve the access to education and learning achievement.
Improving Writing Ability In Descriptive Text By Using Picture Media At The First Year Students Of Sman 1 Pace Nganjuk

Based on the researcher’s, to improving writing ability at the first years students of SMAN I  Pace Nganjuk is very difficult. There are many problems which are often faced by the students. There is student’s difficulty to applying their ideas and so on. And now researcher wants to trying improving student’s writing ability using picture media. The objective of the study was to describe improving student’s writing ability in descriptive text using picture media at the first year’s students of SMAN I Pace Nganjuk. This research uses CAR (classroom Action Research). The steps of CAR needs repeatedly process until get the good result better than before. In this research, the researcher used CAR as implement a strategy in writing class activity. The data of the study were gathered through pre-test, cycle 1, cycle 2, and cycle 3. The population of the first year students was 324. In order to make easier, the researcher took a sample as the subject of this study. The researcher used purposive sampling to take the subjects of this study. They were 36 first year students of SMAN I Pace Nganjuk of the 2012/2013 academic year. From the data and analysis of the students’ writing achievement, the study had found that the minimal score of pre-test is 40 and maximal score was 75, of the cycle 1 minimal score is 55 and maximal score was 75, of the cycle 2 minimal score is 60 and maximal score was 80 where as the minimal score of the cycle 3 was 65 and maximal score was 85. Based on the analysis of data which was taken at 36 students of the first years students in SMAN I Pace Nganjuk. The successfully improvement from the improvement of  writing descriptive text using picture media could be seen of the students writing score from pre-test until cycle 3. Before applied picture media in teaching writing, the students writing achievement was not satisfactory. And after the cycle was done, and the student’s score of pre-test and cycle 1 – 3 counted by using SPSS 11, the conclusion of this research showed that picture media could improve student’s writing ability there, because on the research researcher found improving student’s writing score. From the improvement writing score, researcher could give suggestion for teacher there are she should evaluate the condition of the class, prepare the interesting picture for writing and pay attention to every student, especially to the low students. And the suggestion for students they are the students should build their motivation and intention, they should be active in learning process.
IMMERSIVE TECHNOLOGIES APPLIED TO COMPUTER PROGRAMMING TEACHING:

One of the first challenges for the students that begin to study the computing field is to learn how to program a computer. Nowadays, digital immersive environments are being used in Education with positive results. This paper presents a systematic literature review about the usage of immersive environments (VR or AR) in the teaching and learning of logic and/or computer programming. This paper presents the bases of scientific papers used to search the literature, the results and an analysis of the papers found.
P.S.O. for Natural Clustering Analysis

Particle Swarm Optimization (PSO) is a biologically inspired computational search and optimization method based on the social behavior of birds flocking or fish schooling. A number of basic variations have been developed due to improved speed of convergence and quality of solution found by the PSO. In this paper the overview of PSO Technique is provided and the PSO System is compared with Evolutionary techniques with respect to genetic algorithm and artificial neural network (GA and ANN systems).
Anonymization as homeomorphic data space transformation for privacy-preserving deep learning.

Abstract Industry 4.0 is largely data-driven nowadays. Owners of the data, on the one hand, want to get added value from the data by using remote artificial intelligence tools as services, on the other hand, they concern on privacy of their data within external premises. Ideal solution for this challenge would be such anonymization of the data, which makes the data safe in remote servers and, at the same time, leaves the opportunity for the machine learning algorithms to capture useful patterns from the data. In this paper, we take the problem of supervised machine learning with deep feedforward neural nets and provide an anonymization algorithm (based on the homeomorphic data space transformation), which guarantees privacy of the data and allows neural networks to learn successfully. We made several experiments to show how much the performance of the trained neural nets will suffer from the deepening of the anonymization power.
ADVANTAGE OF MAP AS GEOGRAPHY LEARNING MEDIA TO ENHANCE STUDENTS SPATIAL INTELLIGENCE

Education cannot be separated from the learning process, which aims at useful and useful learners in the future. Geography as a subject in formal educational institutions, has objects of study regarding the spatial conditions of the earth's surface, these subjects are related to the formation of students' spatial thinking or known as spatial intelligence, one of the components students must have regarding their thinking. Through a descriptive qualitative approach and research method of literature study, where data are collected through scientific publications in the form of related journals, this article shows the role of maps as a medium for learning geography, which can improve students' spatial intelligence. The results showed that there was a positive correlation, between the use of maps as a medium for geography learning in increasing each indicator of students' spatial intelligence indirectly, the map shows the route from one object to another thereby increasing a) cognitive map, the map also connects between the characteristics of objects in the real world and the position of objects on the map so that it is formed b) cognitive collage, an understanding of the characteristics of the real world and the position of objects with a certain scale on the map so that students understand the spatial impact known as the ability c) spatial mental. In conclusion, the map is recommended to be used as a medium for learning geography to improve students' spatial intelligence, which will be indirectly beneficial for students.
Achieving Reconciliation Between Privacy Preservation and Auditability in Zero-Trust Cloud Storage Using Intel SGX

Cloud storage allows for saving files at an off-site location that is accessible through the public internet. However, cloud storage suffers from a lack of trust since employees have physical and electronic access to almost all of the data, and zero-trust security is thus essential. This paper proposes an SGX-based file hosting scheme that gives full consideration to both privacy preservation and auditability to address the aforementioned concerns. We designed a secure key exchange protocol consisting of two phases: a key generation phase and a key verification phase. Theoretical analysis and experiments indicate that the protocol can resist man in-the-middle attacks, which has been unattainable in previous studies. The experimental results show that our scheme takes little time regardless of file size and achieves solid performance in handling concurrent requests; furthermore, it is innocuous for clients, and the memory usage is acceptable.
Mengidentifikasi Kebutuhan Sistem Penerimaan Mahasiswa Baru Dalam Penerapan Blockchain Pada Universitas Bina Darma Palembang

The development of an era that is increasingly sophisticated makes us have to keep up with the times, especially since we will enter the era of the industrial revolution 4.0, where almost all activities use technological systems that help and facilitate people in everyday life. Likewise with an educational institution that must keep up with the current developments. There are so many technological systems that have emerged today and one of the systems is Blockchain. Blockchain is a technology system for recording digital transaction data that is connected through cryptography managed by a group of computers, Blockchain is very helpful because transactions are made easier because they no longer require intermediaries. Looking at the Blockchain itself, it feels quite right to be applied on campus, because one of the advantages of Blockchain is that it is transparent, where every data transaction is carried out without the intervention of others without third parties, this technology is easy to cost, low cost and fast transactions.
Sosialisasi Pembuatan Perahu Nelayan Berbahan Plywood Diperkuat Serat Ijuk dan Resin Polyester

The purpose of making boats made from plywood reinforced with fibers and polyester resin is to improve the basic technical expertise of partners to build boats by combining organic (palm fiber which has good physical and chemical strength) and synthetic so that with this expertise, partners can work individually or in groups, where the boat can be used by partner groups and the youth of Pandee Village in turn or together for their needs in various activities such as repairing ponds, caring for cages, fishing and fishing. The implementation method used is the application of making products using the hand lay up method and direct training on how to make a boat made from plywood reinforced by fibers and polyester resin, accompanied by an introduction to the basic materials used as well as how to make designs and training in direct manufacturing techniques accompanied by internal testing water. The success of this training was directly supported by the Syiah Kuala University Community Service Institute through coaching village communities, especially the village of Kampung Pandee through direct application of technology application from the Faculty of Engineering, Department of Mechanical Engineering. After going through integrated coaching so that there is an increase in the quality of the capacity of the assisted people, they also increase their income.
STUDY OF SANSKRIT LEARNING AT DVĪPĀNTARA SAṀSKṚTAM FOUNDATION IN DENPASAR CITY

&lt;p&gt;Sanskrit is the language used in the holy Vedic texts. To understand the contents of the Veda, it is very important to learn Sanskrit to know every meaning of the verse or mantra contained in the Veda scriptures. However, the existence of Sanskrit at this time has not been touched at all by Hindus and is very familiar with the use of Sanskrit. Sanskrit is only studied in institutions or colleges with Hindu nuances, so Hindus today have very little to know, let alone learn it. Besides that, Sanskrit is quite complex, there are many rules in learning it, so that Sanskrit is said to be a complex language and difficult to learn. The results of this study indicate the following points. First, the Sanskrit learning pattern at the Dvīpāntara Saṁskṛtam Foundation, starting in terms of tiered Sanskrit learning strategies, student center strategies, online Sanskrit learning strategies (patrālayadvārā Saṁskṛtam), learning methods using dialogue methods, storytelling methods as well as playing methods, learning media using image media and power point media, and using direct learning models Second, the problems faced in learning Sanskrit at the Dvīpāntara Saṁskṛtam Foundation in Denpasar City are caused by two factors, namely problems from internal factors which include perceptions, attitudes and motivation as well as from external factors such as educators, learning climate and infrastructure Third, the implications of learning Sanskrit at the Dvīpāntara Saṁskṛtam Foundation in Denpasar City include four aspects, namely: (1) cognitive domain, (2) affective domain, ( 3) psychomotor domain (4) literature and culture.&lt;/p&gt;
LibGuides: Brightspace Training & Support : Campus Faculty: Publisher Integrations

Brightspace support guides for faculty teaching in our campus programs. This guide explains publisher integrations in Brightspace.
Permainan Ular Tangga Untuk Meningkatkan Kemampuan Berhitung Anak Usia 4-5 Tahun

Cognitive abilities, especially numeracy skills, are very important abilities to master, especially in early childhood. Learning to count for early childhood is expected to be taught through more interesting activities in the form of a game. Because basically, early childhood are more likely to be interested in activities that are playful in their educational process. The purpose of this research was to examine articles and documents from the research results that identified the effect of the snake and ladder game on children's numeracy skills. The method in the study used a reference literature review in the form of primary articles of approximately 20 articles, 11 national journals with a period of the last 5 years and 9 international journals with a period of 7 years which are quality, accredited and reputable. Samples were research journals with the topic of snakes and2ladders game/children's numeracy skills in learning according to the criteria of the selected journals: 1. It was an experimental study; 2. Respondents are early childhood; 3. The independent variable is the game of snakes and ladders and the dependent variable is the ability to count; 4. The treatment given is the effect of learning snakes and ladders/a learning activity that is able to improve the development of early childhood numeracy skills. The results and discussion show that the game model can affect children's numeracy skills, including the snake and ladder game model, cooperative learning model, stick figure game model, color circle game model, congklak traditional game model, tin bowling game model, abacus game model and model. turntable game. Conclusion: a fun game model can significantly improve children's numeracy skills, not only that but children's numeracy skills can also be influenced by the media and methods used to stimulate children.
REGIONAL WORKS DECORATIVE APPLIED ART OF THE URALS AS OBJECTS OF MASTER RESEARCH

The article summarizes the experience of organizing the research work of undergraduates in the direction of training «Decorative and applied art» in the study of regional objects of arts and crafts of the Urals. There are certain advantages to such studies: students have the opportunity to interact directly with objects in local museums and in private collections. Tours to the manufacturing site where the items were made and the places where they are used to this day help students understand manufacturing and household use. The author proposes to rely on the collection of little-known regional objects of DPI and folk crafts of the Urals. Such an organization will make scientific work more interesting and more meaningful.
Block Based Copy–Move Forgery Detection for Digital Image Forensic

Roy, Sandipan Roy, KaushikSecurity and awareness are deemed as the primary aim in digital forensic research to assess whether a recorded picture is authentic or forged. In the case of digital pictures, this can be a critical task that may be used as evidence for many judgments. Nowadays, anyone can manipulate or create a forged image simply using tools like Photoshop, GIMP, PicsArt, etc. on desktop or on mobile devices. Various image manipulation techniques are available to forge an image, but the copy–move image forgery is considered one of the most popular attacks. Here a region is copied twice or more to manipulate information. For detecting copy–move forgery, we proposed a technique that is based on block-based forgery detection methods and also used a brute force algorithm to speed up the process and reducing the false results to improve the accuracy.
PELATIHAN MICROSOFT OFFICE SEBAGAI MODAL USAHA JASA PENGETIKAN DI PANTI ASUHAN AL-KAAF JABUNG KABUPATEN MALANG

Microsoft office training in an orphanage is very beneficial both for the students of the orphanage and the administrators of the orphanage. Knowledge of Microsoft Office can be used as a basic asset for typing services at the orphanage so that it can increase income for the orphanage. Al-Kaaf Orphanage, which is located in Jabung, Malang Regency, wants to open a typing service business but is still constrained by the lack of knowledge about basic Microsoft Office. In this service activity, Microsoft Office training will be given at the Al-Kaaf Orphanage. Students of the Al-Kaaf Orphanage will be introduced to MS.Office namely Word, Excel, and Power Point. With this application from MS.Office, it will increase knowledge for students of the Al-Kaaf Orphanage, so that it can be used as the basis for opening a typing service business.
Pengaruh Absensi Sidik Jari (Fingerprint) Terhadap Disiplin Aparatur Sipil Negara pada Dinas Pendidikan dan Kebudayaan Kota Lhokseumawe

One of the tasks that need to be considered in enforcing a disciplined and conducive work situation in a government agency is the frequency of the presence of State Civil Apparatus. The frequency of attendance is now controlled through the FingerPrint Attendance system. This study aims to explore the effect of Fingerprint Attendance on the Discipline of the State Civil Apparatus at the Education and Culture Office of Lhokseumawe City. The research method employed was quantitative with a saturated sampling technique (census) and the sample participants were all respondents who are all State Civil Apparatuses within the Education and Culture Office of Lhokseumawe City. The data analysis method used was simple linear regression analysis. The results of this study indicated that Fingerprint Attendance has a positive and significant effect on the discipline of the State Civil Apparatus, this is evidenced by the results of the t-test (partial test) obtained by comparing the significant value in the t-test table with a significance level of 0.05 obtained (0.000 &lt; 0.05); the result was that the H1 was accepted. Based on the results of the coefficient of determination test (R2), the coefficient of determination (R2) is 0.280 (28%).