Reviewerly/exHarmony huggingface dataset:
Result Analysis of User Review for Sentiment Classification

Abstract: Analysis of Sentiment is one of the fastest growing fields with its demand and potential benefits that are increasing each and every day. Analysis of Sentiment aims to classify the polarity of a document by using the natural language processing, text analysis. by using of internet and modern technology, there has been a lot of growth in theamount of data. Each and every individual is in position to precise his/her own ideas freely on social media. Every data canbe analyzed and used in order to draw benefits and quality information. In this paper, the focus is on cyber-hate classification based on for public opinion or views, since the spread of hate speech using social media can have disruptive impacts on social sentiment analysis. In recent , here proposing a modified approach with two stage training for dealing with text ambiguity and classifying three type approach positive, negative and neutral sentiment, and compare its performance with those popular methods and also some existing fuzzy approaches. After that comparing to the performance of proposed work with commonly used sentiment classifiers which are known to perform well in this task. The results indicate that our modified approach performs marginally better than the other algorithms
Gesture Controlled Magical Keyboard using Arduino

Abstract: Every component of a computer has evolved since its inception. Our daily lives are made very convenient and simple by computers. These days, a controller with several keys is used to operate these machines. A keyboard has several restrictions and resource requirements, but it also has a wide variety of physical features for the keys. However, the in-touch keyboard, which developed from a physical keyboard, has a lot of disadvantages. The Internet of Things (IoT) architecture is used by the remotebased gesture keyboard, which also includes an accelerometer, Arduino, and machine learning technology to force the system to act in a particular way. In current work, the detailed review and experimentation of Gesture Controlled Magical Keyboard is presented. The idea behind the gesture-controlled keyboard is that it allows users to enter text and numbers into text editors by moving their hands in a particular way to represent a character in the air using an Arduino board. The Arduino will function as a remote control, transforming airborne movements into text that is shown on a computer screen.
Development of Gamification-Based Online Learning Using Moodle

The Covid-19 pandemic has resulted in a change in the face-to-face learning process to online learning. But in the process, online learning is not always easy to do. Some of the problems in the implementation of learning from the internet network are not evenly distributed, the decrease in understanding ability and student learning outcomes, and also student saturation during the learning process. To overcome this, we need an online learning media based on gamification. Gamification is a learning process that is integrated with game design. This study aims to develop gamification-based online learning using Moodle media. The method used in this research is the research and development method. This research and development use the ADDIE model. The results of the validation test carried out by the validator developed were declared very valid, with a percentage of 87.5% by material validators and 93.75% by media validators. Based on the feasibility test that has been carried out, it is obtained a percentage of 90.5% with a feasible category. From the series of validation tests and trials, it can be stated that overall, the learning media developed are very valid and very suitable for use in online learning.
The development of interactive multimedia based lectora inspire on chemical bonding material for grade X senior high school

This research aims to determine to develop interactive multimedia based on the Lectora Inspire on chemical bonding for grade X Senior High School an, knowing the feasibility of developing interactive multimedia based on the Lectora Inspire on chemical bonding materials in accordance with the BSNP form assessment criteria. The type of research is (R&amp;D) by implementing 4-D development model by Thiagarajan. The stages are define, design, develop, and disseminate. The results of media validation of the 3 validators showed that the product was included in the "Very Feasible" category because the average percentage of validation results from 3 validators was above 90%, namely 95.33%; 91.7% and 100%. The results of material validation of the 3 validators showed that the material was included in the "Very Feasible" category because the average percentage of validation results from 3 validators was above 95%, namely 97%; 97% and 95.7%. From the result, it can be conclude that the Interactive Multimedia Based Lectora Inspire on Chemical Bonding Material for Grade X Senior High School is appropriate to implement for teaching and learning process.
Influence of macromedia flash based on computer animation media to improving student learning outcomes in the Haloalkane sub-discussion

During learning students face difficulties in understanding abstract chemistry topics. Currently there is no appropriate media to be applied in the learning process in order to increase students' abilities. Therefore, a study was conducted using macromedia flash based on computer animation to improve learning outcomes in Madrasah Aliyah Negeri (MAN) 2 Medan Model schools in the Haloalkana sub discussion. This study aims to determine the effect of macromedia flash based on computer animation media on student learning outcomes in the haloalkane sub-discussion and to determine the correlation between the responses given by students to macromedia flash based on computer animation media in the haloalkane sub-discussion. The population of these two samples was taken using random sampling technique, namely class XII IPA 9 as the experimental class and class XII IPA 10 as the control class. The type of this research is quasi-experimental using the pretest and posttest models. Data collection was carried out using multiple choice instruments and response questionnaires. Based on the results of the study, it was found that there was an increase in student learning outcomes between the experimental class and the control class after the implementation of computer animation-based macromedia flash in the Haloalkana sub-discussion at MAN 2 Model Medan and there was a relationship between the responses given by students to computer animation based macromedia flash media in improvement of learning outcomes.
Convolutional network fabric pruning with label noise

This paper presents an iterative pruning strategy for Convolutional Network Fabrics (CNF) in presence of noisy training and testing data. With the continuous increase in size of neural network models, various authors have developed pruning approaches to build more compact network structures requiring less resources, while preserving performance. As we show in this paper, because of their intrinsic structure and function, Convolutional Network Fabrics are ideal candidates for pruning. We present a series of pruning strategies that can significantly reduce both the final network size and required training time by pruning either entire convolutional filters or individual weights, so that the grid remains visually understandable but that overall execution quality stays within controllable boundaries. Our approach can be iteratively applied during training so that the network complexity decreases rapidly, saving computational time. The paper addresses both data-dependent and data-independent strategies, and also experimentally establishes the most efficient approaches when training or testing data contain annotation errors.
Image-assisted Biometric Identification

Biometrics is a rapidly developing technology that has seen widespread use in forensics applications such as criminal identification, secure access, and prison security. A biometric system is a pattern recognition system that recognizes a person by determining the authenticity of a physiological and/or behavioural feature that that person possesses. One of the most widely accepted biometrics utilized by humans in their visual interactions is image- assisted based (facial) biometric. Image-assisted biometric identification is the use of face recognition technology in capturing image of a unique feature of an individual such as an eye or face, and comparing it with a template captured earlier and stored a database. Face recognition is one of the more recent biometrics technologies. The system examines face features and tries to match them to a database of digitized images. This technology is quite new, having only been available commercially since the 1990s. Face recognition has gotten a lot of press after the 9/11 attacks because of its capacity to identify known terrorists and criminals. [1]. Although the technology is mostly utilized for security and law enforcement, there is growing interest in other applications. Keyword: Image-assisted based biometric identification, Face recognition technology, Image
Digital Generation: Teaching Methods and Technologies during Pandemic

The need in high-quality education has always been and now is acute for learners and their parents all over the world. Only the most advanced methods, methodology and practices can enable teachers to cover completely the subject field and develop skills of analytical and critical thinking of the digital generation or generation Z, as we call people born after 2000. The situation formed by COVID-19 pandemic changes traditional foundations of life, business, education in the world. In March 2020 the majority of educational institutions were forced to change to distance learning. A lot of conventional forms of teaching underwent serious changes. Not only the process of teaching was altered, but the system of teacher – learner interaction was modified. Pandemic and restrictions imposed by it differ from country to country. Special attention is paid to distance forms using multimedia technologies. Today digital projects of distance learning integrated in the classic system of education are being developed. The author showed that difficulties arising with teaching high-school learners and university students point to the necessity to focus teachers’ attention on digital generation.
Contribution of GIS in the Mapping, Interpolation and Modeling of Isohypses of the Pliocene Aquifuge of the Free Water Table of the Fez-Meknes Basin

In order to model the water flow of the free Quaternary aquifer of the Fez-Meknes basin, it is essential to determine the precise geometric limits of the aquifer.Indeed, the characterization and representation of the underground structure of the Miocene marl top which forms the aquiclude of the aquifer, constitutes the fundamental step to study and understand its influence on the groundwater flow.This study is facilitated by the available data, which allow to represent the underground formations on isohypses maps.The data base is formed by reconnaissance drillings, and the extraction of marl altitudes from previous geological works.During this work the generation of the marl top elevation map was based on the test of four interpolation methods, which correspond to : Kriging, IDW method, Natural Neighbors, and Topo to Raster, in order to choose the most reliable and best suited to the study area.On the one hand, the calculation of the conformity index between the values measured in the field and the estimated values for each method was successively (0.9796, 0.9848, 0.9814, 0.9842).On the other hand the values of the root mean square error (RMSE) were successively (13.59, 7.42, 21.27, 14.01).The comparison of these results allowed us to choose the IDW interpolation as the most reliable and suitable to interpolate the top of the aquiclude of the free water table of the Fez Meknes basin with a compliance index the highest and a RMSE the lowest compared to other methods.
Predicting Photovoltaic Electrical Power Generation Using Computational Method

One of the most popular kinds of renewable energy in the generation of electric power is the photovoltaic (PV) system. One of the disadvantages of the PV system however is the incompatibility of the performance of PV panels because of the changing climate. Therefore, the optimum power output of the PV system is important to predict. This study will cover the implementation of PV system behind the Faculty Electrical and Electronic Engineering Block QA Building, University Tun Hussein Onn Malaysia. Then, the PV power output is predicted with manual calculation. Temperature and solar irradiance are the important input parameters that need to be taken into the calculation. The result shows that February and March have the highest total power output which 7155203.97 kWh and 7395327.66 kWh than any other month in year 2020. The results can relate with Qur’an, as explained in Surah Yasin ayat 38, ‘besides science and the Qur’an both explain that the sun can be made as calculation of time’.
Educational Game Design for Introduction to Immune Systems in Biology Learning at High School

Education is an important for students. Based on the recapitulation of the senior high school exam by Ministry of Education and Culture (KEMENDIKBUD), the average exam results for biology in 2017 below graduation level and the value is 45.01. This is because of limited class hours. For this reason, new media is needed to help students deepen the lesson, in this case the media is game. Educational game is one of the media that can be used to provide education to players through interactive media. In its making, this game uses the MDA framework, which is to analyze game design by breaking it into three components, mechanical, dynamic and aesthetic. In previous paper, MDA was used to create educational games in the form of semaphore movements on kinect. So this study made an immune system educational game design with the result that MDA can be applied into the education game Sel Imun as needed based on a post-test conducted on 30 respondents in the category of gamers, non-gamers, non-gamers, and non-gamers non-gamer students with the result that each MDA component can be applied to the Sel Imun game that is obtained from testing the suitability of the game's final result with the pre-designed questionnaire with 82.69% result or into the suitable category.&#x0D; Keywords–– Educational Games, Learning, National Exam, Immune System, MDA.
Science Data Bank Datasets

Science Data Bank (ScienceDB) is a public, general-purpose data repository aiming to provide data services (e.g. data acquisition, long-term preservation, publishing, sharing and access) for researchers, research projects/teams, journals, institutions, universities, etc. Supporting a variety of data acquisition and licencing. ScienceDB is dedicated to promoting data findable, citable and reusable on the prerequisite of protecting the rights and interests of data owners and it is built and operated by Chinese Academy of Sciences Computing and Network Information Center.科学数据银行（简称ScienceDB）是一个公共的通用型科学数据存储库，主要面向科研人员、科研项目/团队、科研期刊、科研机构及高校等利益相关者，提供科学数据汇交、长期保存、出版、共享和获取等服务，支持多种的数据获取与使用许可，在保障数据所有人权益的基础上，促进数据的可发现、可引用、可重用。ScienceDB由中国科学院计算机网络信息中心建设维护。
Modelling quantum photonics on a quantum computer

Modelling of photonic devices traditionally involves solving the equations of light-matter interaction and light propagation, and it is restrained by their applicability. Here we demonstrate an alternative modelling methodology by creating a "quantum copy" of the optical device in the quantum computer. As an illustration, we simulate quantum interference of light on a thin absorbing film. Such interference can lead to either perfect absorption or total transmission of light through the film, the phenomena attracting attention for data processing applications in classical and quantum information networks. We map behaviour of the photon in the quantum interference experiment to the evolution of a quantum state of transmon, a superconducting charge qubit of the IBM quantum computer. Details of the real optical experiment are flawlessly reproduced on the quantum computer. We argue that superiority of the "quantum copy" methodology shall be apparent in modelling complex multi-photon optical phenomena and devices.
Maximal information propagation via lotteries

Propagating information to more people through their friends is becoming an increasingly important technology used in domains such as blockchain, advertising, and social media. To incentivize people to broadcast the information, the designer may use a monetary rewarding scheme, which specifies who gets how much, to compensate for the propagation. Several properties are desirable for the rewarding scheme, such as budget feasible, individually rational, incentive compatible, and Sybil-proof. In this work, we design a free market with lotteries, where every participant can decide by herself how much of the reward she wants to withhold before propagating to others. We show that in the free market, the participants have a strong incentive to maximally propagate the information and all the above properties are satisfied automatically.
Analisis Penyebab Keterlambatan Pengembalian Buku di Layanan Sirkulasi

Preliminary. This study aims to find out what is the cause of the delay in returning books at the USK Library. This research is needed as a reference for library evaluation in improving return services and as a form of continuous improvement in library circulation services. The results of this study are expected to minimize delays in returning books by users and improve discipline and quality of library circulation.Research methods. This research is descriptive quantitative, the method used is a survey. The population in this study was the number of users who were late in returning books in 2017 amounted to 6101 people, the number of samples was determined based on the slovin formula of 375 samples, but those who returned intact were 373 questionnaires. The data collection technique used an instrument by distributing a questionnaire containing 5 questions. The data analysis technique in this study uses descriptive analysis method.Results and Discussion. Based on the survey results, the average cause of delays in returning books was because they forgot about 227 respondents (60.9%), the answer choices did not want to return books on time because they still needed the collection as many as 78 people (20.9%). The reason for the three respondents chose other reasons as many as 26 people (7%), the reason was because books were borrowed by friends as many as 21 people (5.6%). Respondents who chose to lose their loan receipts were 13 people (3.5), while those who stated that the collection was lost and had just been found were 5 people (1.3%), users who said they didn't have time to return books were 3 people (0.8%). The average answer that dominates, the user forgets to return the book according to the schedule so that it is late and is subject to fines.Conclusion. The reason why users often return books late is because they forget, in following up on these results, libraries can minimize the causes of delays by utilizing the development of UILIS mobile, by adding notifications before the due date at least one day in advance so that users are more disciplined and not late in returning books.
A Study on the Relationship among Online Education Service Quality, Career Decision Self-efficacy, and Career Preparation Behavior - For college students who wish to pursue a career in the exhibition industry

This study was conducted to examine the impact of online education service quality on self-efficacy and career preparation behavior for college students pursuing career in exhibition industry. According to the findings of this research, the items that measure the quality of online education services are classified into physical quality, academic interaction, and peer interaction. Second, academic interaction and peer interaction had a positive and significant effect on self-efficacy. Third, physical quality of online education service quality had a significant effect on career preparation behavior. Fourth, career decision-making self-efficacy had a positive and significant effect on career preparation behavior.
Learning Effective and Efficient Embedding via an Adaptively-Masked  Twins-based Layer

Embedding learning for categorical features is crucial for the deep learning-based recommendation models (DLRMs). Each feature value is mapped to an embedding vector via an embedding learning process. Conventional methods configure a fixed and uniform embedding size to all feature values from the same feature field. However, such a configuration is not only sub-optimal for embedding learning but also memory costly. Existing methods that attempt to resolve these problems, either rule-based or neural architecture search (NAS)-based, need extensive efforts on the human design or network training. They are also not flexible in embedding size selection or in warm-start-based applications. In this paper, we propose a novel and effective embedding size selection scheme. Specifically, we design an Adaptively-Masked Twins-based Layer (AMTL) behind the standard embedding layer. AMTL generates a mask vector to mask the undesired dimensions for each embedding vector. The mask vector brings flexibility in selecting the dimensions and the proposed layer can be easily added to either untrained or trained DLRMs. Extensive experimental evaluations show that the proposed scheme outperforms competitive baselines on all the benchmark tasks, and is also memory-efficient, saving 60\% memory usage without compromising any performance metrics.
UniFaceGAN: A Unified Framework for Temporally Consistent Facial Video  Editing

Recent research has witnessed advances in facial image editing tasks including face swapping and face reenactment. However, these methods are confined to dealing with one specific task at a time. In addition, for video facial editing, previous methods either simply apply transformations frame by frame or utilize multiple frames in a concatenated or iterative fashion, which leads to noticeable visual flickers. In this paper, we propose a unified temporally consistent facial video editing framework termed UniFaceGAN. Based on a 3D reconstruction model and a simple yet efficient dynamic training sample selection mechanism, our framework is designed to handle face swapping and face reenactment simultaneously. To enforce the temporal consistency, a novel 3D temporal loss constraint is introduced based on the barycentric coordinate interpolation. Besides, we propose a region-aware conditional normalization layer to replace the traditional AdaIN or SPADE to synthesize more context-harmonious results. Compared with the state-of-the-art facial image editing methods, our framework generates video portraits that are more photo-realistic and temporally smooth.