Reviewerly/exHarmony huggingface dataset:
Conversational Recommender Systems Based on Criticism for Tourist Attractions using TF-IDF

Tourist attractions are one of the attractions of tourist interest. There are many types of tourist attractions in an area, but this becomes a problem in itself because tourists will find it hard to find or determine a tourist attractions that suit their tastes. Many researches on recommendation systems based on criticism have been carried out with the aim of obtaining user preferences. However, only a few studies have conducted a critique-based recommendation system using the Conversational Recommender System (CRS). With this research, we will discuss a recommendation system based on criticism using natural language or CRS for tourist attractions in Bandung. In this study, we add assistance from the system to help users choose preferences or what can be called System-suggested Critiques (SC), users more easily determine preferences for the system. We use the Term Frequency-Inverse Document Frequency (TF-IDF) to determine critiques submitted to users. Based on the results of an evaluation involving 88 respondents who were asked to fill out a questionnaire after trying the system built, it was found that users were quite satisfied with the system we built. And obtained 62.06% system accuracy which proves that the system performance is quite satisfactory.
IMPOLITEESS STRATEGIES USED ON ONLINE COMMENTS IN THE LIPUTAN6.COM OF POLITICAL NEWS

This study investigates the impoliteness strategies in online comments in Liputan6.com. The objectives of this study are: 1) to investigate the types of impoliteness strategies used on online comments in website Liputan6.com, 2) to find out the dominant type of impoliteness strategies used on online comments in website Liputan6.com. This study was conducted by using qualitative content analysis method. The data were taken from comments of internet users in five topics of political news in Idntimes.com. The finding showed that four of five types of impoliteness strategies are used on online comments in website Liputan6.com. They are: Bald on Record, Positive impoliteness, Negative Impoliteness, and Sarcasm or Mock politeness. The dominant types is negative impoliteness by used scorn or ridicules comments and invade the other's space with that comments and explicitly associate the other with a negative aspect.
Implementasi Metode SMART Untuk Penentuan Platform Pembelajaran Jarak Jauh Masa Pandemi

The pandemic period is difficult times for all nations and countries around the world because the pandemic period is a period that limits many activities carried out as usual due to an outbreak of the Covid-19 virus as the most contagious and quite deadly virus, including in learning activities for an educational institution for the sake of education. break the rope of the spread of a larger virus so that a platform is used that helps in carrying out the teaching and learning process, the many types of platforms currently available make it difficult to determine the most appropriate platform for its use based on several criteria such as usability, affordability, maintability, accessibility and compatibility. the selection using a decision support system to facilitate the decision-making process appropriately, the process of using a decision support system using the SMART (Simple Multi Attribute Rating Technique) method, the results obtained are ah A2 with a value of 0.92
Peningkatan Akurasi Metode K-Nearest Neighbor dengan Seleksi Fitur Symmetrical Uncertainty

Accuracy of K-Nearest Neighbor (KNN) tends to be lower than other classification methods. The cause of this is related to the attributes used and the percentage of the influence of these attributes on the classification process in a data. And also attributes with less relevant influence can be a problem in determining the new class. One way that can be done to overcome this is by doing Feature Selection. In this research, the author selects features on K-Nearest Neighbor by using Symmetrical Uncertainty to remove attributes that have an unfavorable effect from the data set. Testing of the proposed method uses data sets obtained from the UCI Machine Learning Repository. The results obtained from testing the proposed method using feature selection with Symmetrical Uncertainty are able to increase the classification accuracy of KNN, with an increase in accuracy obtained after feature selection is 3.00 %.
GENERATIONAL FRAMESHIFTS IN TECHNOLOGY: COMPUTER SCIENCE AND NEUROSURGERY, THE VR USE CASE

The paper provides insights into the emerging field of VR Surgery which is a combination of emerging areas in Computer Science like VR, 5G, and Edge Computing and Medicine areas like Surgery and Education. The data mentioned in the paper relates to 5G growth in the US, Edge Computing demands on the network and the new architectures that will be needed to make such systems work end-to-end.
THE IMPORTANCE OF STRATEGIC COMPETENCE IN SUPPORTING STUDENTS’ SPEAKING PERFORMANCE

Sometimes, people may request to offer our viewpoints on a specific subject. It is once in a while difficult to verbally communicate our opinion to others. Those may have trouble putting our thoughts into words or may even dread be addressing to others. So, communication is not effectively delivered. Therefore, we should be able to find an effective way to continue expressing idea using suitable words. Due to this problem, this study was aimed to investigate whether strategic competence has positive relationship with speaking performance and to discover the varieties of strategic competence undertaken by the students particularly. A descriptive method used in this study. The data needed were obtained through a sample consisting of 14 students at Senior High School in Garut. The data analysis shows that there is positive relationship between strategic competence and speaking performance. In addition, the communication strategies or strategic competences, which are the most often, applied by the participants of study, are borrowing including literal translation and language mix. Also, they often applied paraphrase including approximation and circumlocution. According to the findings, it can be concluded that communication strategies are important for learners to notice that breakdown in communication not as some insuperable obstacle to be stayed away but as a great chance for learning. So, it is expected that the teachers help the students to remain in conversation, and so allow them with more input and more opportunities to develop their interlanguage system.
CatalogToMakers: a collaborative cataloging platform for electronic components and physical computing projects related to musical creativity

The Maker Movement is a growing reality in the new industry and academic community. It consists of the Do-It-Yourself (DIY) style-spreading proposal, emphasizing the creation and development of creative thinking. In this context, the democratization of the Internet has meant that non-expert users are capable of developing new hardware technologies. In the music context, the easy access to low-cost equipment and the large number of people sharing knowledge facilitate prototyping and extend the creation of digital musical instruments. However, the places where the information related to the components used in these projects are not centralized nor organized. Therefore, it makes access to this information difficult, slowing down and hindering the flow of creative development. Thus, to reduce this development time and facilitate access to this information, this paper describes the processes for designing the CatalogToMakers tool, a collaborative cataloging platform for electronic components, and physical computing projects focusing on musical creativity. This approach implements several essential functions to facilitate the conception process of hardware development. Finally, an evaluation focused on non-expert users showed promising results.
The 4E‘s Model of Enactivism through Improvisation within DMIs

This paper describes how a theoretical framework focused on the 4E‘s model which describe the mind as fundamentally: embodied, embedded, extended and enactive, within the paradigm of enactive music cognition can contribute to the design of Digital Music Instruments (DMIs). From an epistemological perspective, we discuss improvisation within the Western academic music culture through two examples of DMIs created to improvise in a MIDI keyboard. We argue the 4 E‘s model orientation revealing the fundamentally nature of the embodied musical mind. Ethical and practical possibilities for an enactive music cognition related to improvisation in the context of the skills and needs of 21st are suggested with the goal of helping DMIs designers and musicians to develop approaches based in possibility, imagination, and relationality, rather than in conformity to standardized practices and conventional music pedagogical purposes. Finally, we present some concrete cases of DMIs, and we describe how the experience of musical improvisation with them may be seen through the prism of such theories.
grainBirds: Evolutionary granular synthesisers distributed in Fog Computing

The article presents the grainBIRD concept inspired by a distributed fog of grain sounds metaphor. Shortly, granular synthesizers are distributed in a mobile devices network. Applying Interactive Genetic Algorithm (IGA) and exchanging Open Sound Control (OSC) messages in a Virtual Private Network, grainBIRDs generate sound grains in standalone and network configurations. The grainBIRDs concept dialogues with the Internet of Things (IoT) paradigm since it was inspired by Cloud and Fog computing architectures. In this sense, this article presents the grainBIRD and grainBIRD Orchestra concepts, followed by a review on Computer Music and Network technologies related to the project. The article also discusses the computer implementation of the grainBIRD application using the Pure Data programming environment and concludes with performance tests of the network communication feasibility and the system sound generation capacities.
Motus 4: new developments on a web-deployed software for composing real-time audiovisual interactions

Camera-based audiovisual interactions have been greatly used in art installations. For such, it is often necessary to use specialized hardware and software. This restricts audiovisual installations to areas that can both afford them financially and be physically accessed by the audience. In this work, we present the development of a web-deployed composition tool for audiovisual interactions that runs on the client side and does not require installing any additional software. The tool allows quickly configuring areas for movement capture, and customizing the corresponding audio feedback. Simultaneously, it provides visual feedback that can aid the audience to understand the experience. Consequently, the tool can be used to compose audiovisual interactions that reach a large audience via web. Moreover, its virtual and ubiquitous nature can foster a diversity of artistic explorations related to the remote characteristic of the relationship between audience and artwork.
Concatenative Sound Synthesis as a Technomorphic Model in Computer-Aided Composition

The text presents a process aimed at computer-aided composition for percussion instruments based on Concatenative Sound Synthesis (CSS). After the introduction, we address the concept of ”technomorphism” and the influence of electroacoustic techniques in instrumental composition. The third section covers processes of instrumental sound synthesis and its development in the context of Computer-Aided Composition (CAC) and Computer-Aided Music Orchestration (CAMO). Then, we describe the general principles of Concatenative Sound Synthesis (CSS). The fifth section covers our adaptation of CSS as a technomorphic model for Computer-Aided Composition/Orchestration, employing a corpus of percussion sounds/instruments. In the final section, we discuss future developments and the mains characteristics of our implementation and strategy.
A Roughness Model Implementation to Analyze Sound Mass Composition: A Case Study in Ligeti’s Continuum for Harpsichord (1968)

We present in this paper an implementation of a roughness descriptor based on the model of Pantelis Vassilakis. We apply the implemented descriptor to perform a computer-aided musical analysis of György Ligeti’s Continuum for harpsichord (1968). Our analysis establishes a parallel between the roughness model, concepts of sound mass composition, and Ligeti’s ideas of timbre of movement and permeability. As a result, we display a graphical representation for the roughness present in the Continuum’s recording, propose a formal segmentation for the piece, and analyze its formal development from a musicological point of view.
Lick the Toad: a web-based interface for collective sonification

Lick the Toad is an ongoing project developed as a web based interface that runs in modern browsers. It provides a custom made platform to collect user data accessed from mobile devices, such as smartphones, tablets etc. The system offers a tool for interactive collective sonification aiding the idea of networked music performance. It can be used in various contexts, such as onsite installation, interactive compositional tool, or for the distribution of raw data for live coding performances. The system embeds neural network capabilities for prediction purposes by using user input and outputs/targets alike. The inputs and the targets of the training processes can be adapted according to the needs of the use making it a versatile component for creative practice. It is developed as open-source project and it works currently as a NodeJS application with plans for future deployment on remote server to support remote communication and interaction amongst distant users.
Fast and High-Quality, GPU-based, Deliberative, Object-Pose Estimation

Pose estimation of recognized objects is fundamental to tasks such as robotic grasping and manipulation. The need for reliable grasping imposes stringent accuracy requirements on pose estimation in cluttered, occluded scenes in dynamic environments. Modern methods employ large sets of training data to learn features and object templates in order to find correspondence between models and observed data. However, these methods require extensive annotation of ground-truth poses. An alternative is to use algorithms, such as PERCH (PErception Via SeaRCH) that seek an optimal explanation of the observed scene in a space of possible rendered versions. While PERCH offers strong guarantees on accuracy, the initial formulation suffers from poor scalability owing to its high runtime. In this work, we present PERCH 2.0, a deliberative approach that takes advantage of GPU acceleration and RGB data by formulating pose estimation as a single-shot, fully parallel approach. We show that PERCH 2.0 achieves a two orders of magnitude speedup (∼100X) over the hierarchical PERCH by evaluating thousands of poses in parallel. In addition, we propose a combined deliberative and discriminative framework for 6-DoF pose estimation that doesn’t require any ground-truth pose-annotation. Our work shows that PERCH 2.0 achieves, on the YCB-Video Dataset, a higher accuracy than DenseFusion, a state-of-the-art, end-to-end, learning-based approach. We also demonstrate that our work leads directly to an extension of deliberative pose estimation methods like PERCH to new domains, such as conveyor picking, which was previously infeasible due to high runtime. Our code is available at https://sbpl-cruz.github.io/perception/
A Novel Human-Machine Hybrid Framework for Person Re-Identification from Full Frame Videos

With the major adoption of automation for cities security, person re-identification (Re-ID) has been extensively studied. In this dissertation, we argue that the current way of studying person re-identification, i.e. by trying to re-identify a person within already detected and pre-cropped images of people, is not sufficient to implement practical security applications, where the inputs to the system are the full frames of the video streams. To support this claim, we introduce the Full Frame Person Re-ID setting (FF-PRID) and define specific metrics to evaluate FF-PRID implementations. To improve robustness, we also formalize the hybrid human-machine collaboration framework, which is inherent to any Re-ID security applications. To demonstrate the importance of considering the FF-PRID setting, we build an experiment showing that combining a good people detection network with a good Re-ID model does not necessarily produce good results for the final application. This underlines a failure of the current formulation in assessing the quality of a Re-ID model and justifies the use of different metrics. We hope that this work will motivate the research community to consider the full problem in order to develop algorithms that are better suited to real-world scenarios.
A structured review of game coding through modeling

Game companies have grown a lot in recent years, reaching billions of dollars a year, despite the game-building process being very complex and time-consuming. This process has evolved considerably over the years. However, it has always been typically characterized by an ad hoc structure with little formal documentation. This lack of structure and documentation can cause severe problems throughout the game's development, such as delivery delays, wrong implementation, maintenance difficulty, among others. One possible solution that can accelerate this development process and increase the level of documentation is the use of modeling for automatic code generation. Based on this, the paper aims to perform a Structured Review to find some information on modeling for game generation, collaborating in game development processes by accelerating coding and assisting with documentation.
Drafting in Collectible Card Games via Reinforcement Learning

Collectible card games (CCGs), such as Magic: the Gathering and Hearthstone, are played by tens of millions of players worldwide and are challenging for humans and artificial intelligence (AI) agents alike. To win, players must be proficient in two interdependent tasks: deck-building and battling. We present three deep reinforcement learning approaches for deck-building in the arena mode that differ in considering past information when making new choices. We formulate the problem in a game-agnostic manner and perform experiments on Legends of Code and Magic, a CCG designed for AI research. Results show that our trained draft agents outperform the currently best draft agents of the game and do so by building very different decks. Moreover, a Strategy Card Game AI competition participant improves from tenth to fourth place when using our best draft agent to build decks. This work is a step towards strong and fast game-playing AI for CCGs, one of the current academic AI milestones that would enable thorough playtesting of new cards before they are released – a long-standing problem in the CCG industry.
A Critical Discourse Analysis of “Discrimination Starts Before and Lasts Our Entire Lives” Speech by Charlotte Helene Fien: Discrimination Through Termination

Down syndrome people are often underestimated by society. It is because of their disability to do difficult things and their physical appearances. This common opinion has been broken by Charlotte Helene Fien, a representative of Down Syndrome people at the United Nations. This issue results in a social wrong which is covered by the society’s justification. This social wrong is indirectly depicted in Charlotte’s speech. The aim of this research is to uncover the social wrong that evolves in our society. The method used in this research is four stages by Roy Bhaskar (1986). SFG is utilized in this research to give linguistic evidence in interpreting the speech. The results show that social wrong found in the speech is termination of Down Syndrome babies. It is hard to be found because society is a lack of awareness about life values and it is considered as normal and true. However, this social wrong is still needed in the society because it gives benefits for parents and improves society’s standard of living. In order to stop this social wrong, society has to change their opinion, take real actions, and make policies to protect people with Down Syndrome.Keywords: Down Syndrome, social wrong, Systemic Functional Grammar, Charlotte
Penerapan Sistem Absensi Fingerprint Dengan Menggunakan Visual Basic 6.0 di CV. MEDIA INOVASI

Attendance is an important thing for an agency or company. because it is used in calculating the amount of an employee's salary or wages and from attendance it can also see the discipline of employee attendance. Therefore, in its implementation, the attendance process requires accuracy in its implementation so as not to hinder company performance.This final project is designing an employee attendance system at CV. INNOVATION MEDIA which is useful for providing good attendance information quickly and easily, also through this study is expected to provide convenience to employees of CV. INNOVATION MEDIA in doing attendance. Employee attendance system design at CV. INNOVATION MEDIA was developed using Visual Basic 6.0 software and with Finger Print as a tool. This system records employee attendance in the form of a daily attendance list. It is used to accommodate the data needed to streamline the information system.With this system, it is expected that the data processing process will be more effective and efficient. In searching for data it will be easier. The purpose of this study is to design an employee attendance information system which is expected to help the
PERENCANAAN STRATEGI SISTEM INFORMASI RUMAH SAKIT DENGAN METODA WARD AND PEPPARD-CASSIDY

The development of information technology is increasing rapidly, causing pressure and pressure on businesses to constantly improve the quality of service by using the least possible resources. Various responses to both proactive and reactive in an organization to deal with the pressure and insistence.Results of research on the analysis of business processes in RS CK are less effective and efficient because of a lot of duplication of activity due to the information system that there does not yet support the business processes that support quality of service becomes effective.Results Information System Strategic planning towards Electronic Health Record in the form of a portfolio of applications, which are categorized based on its contribution to the business strategy and its role in business processes RS CK. The first category of strategic applications is applications that are critical to the survival of Business Strategy RS CK’s existing 6 applications. Both operational applications is applications that use RS CK today to support business success there are twelve (12) applications. Third supporting applications, there are 7 (seven) applications that are not critical to business success RS CK but rewarding. Fourth high potential applications, there are 7 (seven) applications that may be useful for business success RS CK in the future.