Reviewerly/exHarmony huggingface dataset:
Evaluasi Pengembangan Pembelajaran Biologi Berbasis Media E- Learning pada Mahasiswa Tadris Biologi 3 Semester VI Universitas Islam Negeri Sumatera Utara

The word learning is not far from a word, namely evaluation, along with the development of the times, and with the sophistication of existing technology, various kinds of media have emerged in the application of learning. E-Learning is the answer to all the sophistication that exists at this time. Where learning methods using technology are currently needed because of advances in technology in each place of learning, whether it's a school or college. This study uses the Research and Development method. The purpose of this study is to determine the development of E-Learning media-based learning. The results of the data that the researcher will obtain are the responses of Tadris Biology Students Semester 3 VI UINSU. Hopefully what is expected with this article can be an alternative choice or reference in conducting a study.&#x0D; Keywords: Development of learning and E-Learning
The Urgency of Stable Coin Regulation on Crypto Assets in Indonesia

Stablecoins, as a form of innovation in the crypto asset ecosystem, have emerged as an attractive alternative in bridging the gap between fiat currencies and highly volatile crypto assets. In Indonesia, the presence of stablecoins has sparked debate about the need for strong regulations to mitigate risks and promote sustainable growth in the crypto asset industry. This journal outlines the urgency of stablecoin regulation on crypto assets in Indonesia. We analyze the possible implications of the presence of stablecoins without adequate regulation, including their potential impact on financial market stability, consumer protection, and national security. Additionally, we investigate regulatory approaches that the Indonesian government can take to create a conducive environment for the healthy growth of the crypto asset ecosystem while safeguarding the public interest. Through a multidisciplinary approach, we present arguments supporting the importance of developing a clear and sustainable regulatory framework for stablecoins in Indonesia. We also highlight the challenges and opportunities associated with these regulations and provide insight into how appropriate regulations can provide long-term benefits for the Indonesian economy. This research aims to provide a better understanding of the complexity of stablecoin regulation in the Indonesian context, while stimulating further discussion about the regulatory direction that should be taken in the face of rapid developments in the crypto asset industry
Authentication Security of Combinatorial Watermarking for GNSS Signal Authentication

Watermarking Signal Authentication is a technique where a GNSS provider cryptographically perturbs the spreading code to allow for limited cryptographic authentication of the signal. Several proposals and future studies exist or are underway to augment GNSS signals with this capability. This work reintroduces a generalized combinatorial watermarking function that affords a flexible pathway to cryptographically prove the authentication security of the signal with receiver observables. The security levels can be on-par with standard cryptographic security (e.g., 128-bit security) and require little or no additional use of the navigation data bandwidth. We show how our methods apply to signals of different designs and signal-to-noise ratios. From this work, one can design a Watermarking Signal Authentication scheme and the accompanying receiver to have high confidence in a signal’s authenticity.
Digital Signature Security Analysis By Applying The Elgamal Algorithm And The Idea Method

The development of an all-digital era, all activities use digital technology. Including signatures, hands are no longer manual now, signatures can be modified digitally. The application of digital signatures can be used to allow for document authenticity issues. The signature combines two methods namely Elgamal Algorithm and IDEA. The Elgamal algorithm is used to encrypt and decrypt signatures. The IDEA algorithm is used to strengthen signatures so that others don't modify them. The signature process begins with generating the public and private keys. The process of generating public keys (p,q,g,y) and private keys. With the signature of a binary document that is given by the sender to the recipient, the authenticity of the contents of the file, the identity of the sender, and the files that have been received by the recipient can be guaranteed. Affixing a digital signature is done by encrypting it with the sender's private key. In this way, checking the authenticity of documents and senders can be done.
Privacy, Security, Soft Requirements, and Flaky Tests

This edition of the “Practitioners’ Digest” covers a set of papers on novel approaches and tools for dealing with privacy, security, soft requirements, and flaky tests in modern software development from the 30th IEEE International Conference on Requirements Engineering (RE 2022), the 29th International Working Conference on Requirements Engineering: Foundation for Software Quality (REFSQ 2023), and the 16th IEEE International Conference on Software Testing, Verification, and Validation (ICST 2023). Feedback or suggestions are welcome. In addition, if you try or adopt any of the practices included in the column, please send us and the authors of the paper(s) a note about your experiences.
A Hybrid Approaches for Medical Image Compression: Survey

Data compression is necessary for the storing, transfer, and manipulation of digital data in today's rapidly changing world due to the widespread use of medical technology and the vast data creation by various medical modalities. Many scientists and engineers have proposed new compression processes, methods, and algorithms in recent years. There is a discussion of the current state of these compression strategies, including their recent advances in the form of hybrid techniques, performance requirements, legal challenges, and the potential to advance medical technology.
Age Invariant Face Recognition Model Based on Convolution Neural Network (CNN)

Building an intelligent system similar to the human perception system in face recognition is still an active area of research, despite the advancements in technologies and face recognition research carried out when age changes. Deep learning algorithms have outperformed conventional methods in with regard to accuracy and effectiveness of recognition a variety of difficulties, including position, expression, lighting, and aging. But aging is one of the problems that affects the face the most, as it plays a significant role which directly affects facial features, so we notice some people who are very difficult to distinguish and may not be known at all because of the strong change in their features. As a result, we researched deep learning techniques generally and the convolutional neural network (CNN) specifically. This strategy is employed by a number of significant stages: The first side, includes preparing the dataset related to the subject of the study, Isolate the data between training, validation and testing. As for the second part of the work, data preprocessing, such a data augmentation, Normalization, Face detection, and resizing. After then, begin a features extraction operation by the convolution neural network (CNN) that is suggested. After all that, the classification stage begins, which was done by using the (SoftMax) function, because we have approximately (570) classes. In the testing phase, we perform the task of checking the two images entered whether they belong to the same person or not. In this paper, adopted the (Age) and (FG-Net) datasets, Finally, the verification accuracy rate for the proposed system reached 98.7 % on the (Age) dataset, and reached 99.4 % on the (FG-Net) dataset.
Ensemble Regularized Polynomial Regression for Diagnosing Breast Cancer Subtypes

Accurate diagnosis of breast cancer subtypes is crucial for prevention and treatment. This paper proposed a method to address the non-linear relationship of features in breast cancer subtype diagnosis. Firstly, missing values in miRNA expression data were replaced with the mean value of the corresponding feature column. Next, a polynomial regression model was adopted and the interaction of miRNA was considered to expand the dimension of the data. Then, the ensemble learning strategy was introduced through bootstrap sampling on the training set, and 100 regularized polynomial logistic regression models were constructed. Finally, relative majority voting strategy was applied to predict breast cancer subtypes for the testing samples. The results of 50 data division experiments showed that the proposed method can improve the diagnostic accuracy of breast cancer subtypes.
Introducing Resource Management Into a Large-Scale Cyber Security Seminar Game: A Case Study

In seminar wargames, participants are asked to resolve problems presented by an umpire, who also adjudicates the outcome of the player decisions. This type of game has been used across a wide range of contexts, including notably in cybersecurity training. Seminar games, however, have been criticized for their lack of rigor. The solutions developed during the game can often be idealized. It is also common for these games to have pre-scripted outcomes. This minimizes the agency of the player and reduces the investment the player can have in the game. This paper focuses on the design and development of a seminar wargame with a novel resource management component. This component expands on the traditional seminar game and addresses some underrepresented training needs. The game was designed using a participatory design framework and the process is clearly described in the paper. The game was then played during a large-scale cybersecurity event by governmental representatives from 18 different countries using a hybrid game system. Data was gathered through a series of observations made during play, interviews with participants, and discussion during a debriefing session. Preliminary results show that the participants and sponsors felt that the game improved the overall quality and utility of the seminar style wargame. While the practical implementation of the game requires refinement, the overall approach is viable for a broad range of contexts in which seminar-style games can be used.
Meraki: Encouraging Language Learning in Real-World Simulations through AI Para-Social Relationship Building

This paper presents a prototype application designed to teach language, using a dialogue-based theatre production experience. The application engages users in the production of a theatrical performance in a graphical 3D environment and incorporates AI verbal assistance to promote language learning. The application combines declarative and non-declarative memory building exercises to teach Hindi, although it is anticipated that this idea could be expanded to any language/culture. Users who have an intermediate knowledge of the language can evaluate their language skills in a social and professional virtual environment which incorporates motivational elements based around the Self-Determination Theory regulatory styles and Loci of Causality. Verbal AI assistance is used to provide an appropriate level of flow during the experience building a para-social relationship with the video game. Sandhi Viched, a Hindi euphonic junction splitting exercise has been incorporated into each language task. Context splitting the words into its constituent meanings is intended to help the players understand and remember the meaning of words and their use in different contexts. Initial Wizard of Oz testing has demonstrated that the AI verbal assistance provides a good balance between autonomy, competence and relatedness. Feedback from users show that by providing a balanced mix of external, introjected, identified and integrated regulatory motivation styles, as adopted from the Self-Determination theory, the AI assistance can speed up the language acquisition process and build a para-social relationship with the user. This initial evaluation suggests that the idea of theatre production that can incorporate many aspects of language provides a good starting point for an engaging learning game. This LLA topples the dominant belief, that the best way of learning a language through an application is to reinforce their behavior with external rewards. Further work is proposed to expand the application and build in more gamification with a view to conducting a more comprehensive evaluation.
The “Phenomenon” in Mamardashvili’s Phenomenology of Ontological Maturation

Abstract In the essay, I present the basic principles of Merab Mamardashvili’s phenomenology of ontological maturation. Though Mamardashvili’s thinking has been recently introduced to the West, there is still very little awareness of the uniqueness of his phenomenological insights, allowing him to illuminate contemporary philosophy’s central ontological and existential matters in a novel light. The essay addresses Mamardashvili’s interpretation of the “phenomenon,” which he exemplifies on rich experiential material from Proust’s novel In Search of Lost Time . The “phenomenon” is shown to differ radically from its traditional phenomenological interpretation as something that gives/shows itself in/for experience. Instead, the phenomenon is interpreted as an event that shocks one unexpectedly and offers a momentary opportunity to let oneself be appropriated by that truth, constituting the event of being human. I explicate the relations between Mamardashvili’s notion of the phenomenon, human transformation, and ontology. The central theme of these discussions is a new sense of human agency and autonomy revealed as the goal of transformation and requiring that one walks a path of ontological maturation.
Implementation of the Smart Method in Selection of Contraceptive Devices in Couples of Childbearing Age Case Study: Datar City Health Center

In a marriage, the presence of a child is something that is desired. The Indonesian government, in particular, the National Population and Family Planning Agency (BKKBN) advises husband and wife couples to have a maximum of 2 children. One way to plan the number and timing of pregnancies is to use contraception. This research implements the SMART (Specific, Measurable, Achievable, Relevant, and Time-bound) Method in the selection of contraceptives for couples of reproductive age at the Kota Datar Health Center. The results obtained from the research conducted show that the SMART method used in this system has been proven to be effective in helping select contraceptives for couples of childbearing age in the Datar City Community Health Center case study, because it can select alternatives and carry out rankings in determining the right contraceptive for couples of childbearing age. according to needs based on predetermined criteria, where the injection alternative (A04) with a final score of 83 is a suitable contraceptive for couples of childbearing age according to their needs.
Pengembangan Media Pembelajaran Komik pada Materi Menganalisis Struktur Teks Biografi Kelas X SMK Negeri 1 Lotu

The purpose of this research is to develop comic learning media on the material of analyzing the structure of biography text in class X SMK Negeri 1 Lotu which is valid/worthy, practical, and effective. This type of research is research and development (Research and Development). The development model used is the 4D model which consists of four stages, namely the Define stage, Design stage, develop stage, and Disseminate stage. Comic learning media developed through the validity test stage by three validators (material and content experts, linguists, and design experts), small group tests and field tests conducted in class X DPIB SMK Negeri 1 Lotu. Based on the results of research conducted by three validators/experts, comic learning media has been tested valid and feasible by 100% material and content expert validators, 100% language expert validators, and 96% design expert validators. The practicality of comic learning media in the small group test was 93%, and the field test was 94% with very practical criteria. The effectiveness of comic learning media has also been tested very effective with the percentage of classical completeness in the small group test of 100%, and the field test of 87.5%.
Pengembangan Media Komik Digital Berbasis Aplikasi Canva pada Kelas III di Sekolah Dasar Negeri 064017 Medan Kecamatan Perjuangan

The purpose of this study is to develop digital comic media based on the Canva application, in terms of the feasibility and benefits of learning media in the research learning process used in this study is a type of research and development or Research and Development (R&amp;D). The development of this media used procedures from ADDIE (Analysis, Design, Development, Implementation and Evaluation). The subjects in this study were 1 class teacher and 15 students who were directly involved in the teaching and learning process every day. As well as 1 material expert and 1 media expert. Data collection was carried out by means of: observation, questionnaires, interviews, and tests. The results showed that the Canva Application-Based Digital Comics media was "Very Eligible" with details of the eligibility percentage obtained from media experts of 88% with the criteria of "Very Eligible", material experts of 84% with the criteria of "Very Eligible", Education practitioners (teachers) by 94% with the criteria of "Very Practical", education practitioners (students) by 92% with the criteria of "Very Practitioner", and student learning outcomes after using digital comic media based on the Canva application have increased with the acquisition of a post-test score of 87.5% with the criteria of "Effective". Therefore, it can be concluded that digital comic media based on the Canva application on theme 6 sub-theme 2 learning 2 on PPKn class III content at SDN 064017 Medan Perjuangan District is feasible to use in the process of teaching and learning activities
Pelatihan Pelajar Hebat Untuk Menurunkan Perilaku Tidak Disiplin Siswa SMP Negeri 1 Yogyakarta

Some students often display unruly behaviors during in classroom environment. This situation may hinder the class from achieving national education objectives. This study aimed to examine the effectiveness of Excellent Student Training in lowering the prevalence of undisciplined behaviors among students. This study was conducted at SMP Negeri 1 Yogyakarta. It used an experimental approach with the single case A-B-A withdrawal design. Researchers implemented the visual conservative dual-criterion (CDC) method for the data analysis. Based on the unruly behavior graph, it was found that the Excellent Student Training is effective for reducing unruly behavior incidence.
IMPLEMENTASI APLIKASI PENGINPUTAN INVENTORY MENGGUNAKAN METODE AGILE BERBASIS WEB

The process of collecting manual input data info Microsoft Exel takes a long time, data management cannot be done by several warehouse admins at the same time, making inventory reports is often not on time from schedule because they have to recapitulate goods receipt data and goods expenditure data, submit inventory reports to the department takes a long time, data management errors often occur in entering data, deleting data. Microsoft Excel also cannot store data and information centrally in a database, so there is often a discrepancy between the information obtained and data loss caused by human error. Agile development methods are a methodology in software development that is based on an iterative process consisting of rules and agreed solutions. With the aim to produce a software that has a high selling value but uses the lowest possible manufacturing costs. So as to obtain research results in the form of applications built for inventory input systems, namely with web-based agile methods.
The Role of Digital Technologies in Building Research Competencies of Future Doctors of Philosophy

Aim. Digital technologies support learning, so the search for innovative approaches is ongoing. The aim of the research is to study the role of digital technologies in developing research competencies of future Doctors of Philosophy (PhDs). The aim was achieved through the Likert scale, calculation of the variability coefficients, the level of acquired knowledge and Cohen’s kappa coefficient, correlation index. Methods. Continuous study of the methodological foundations of scientific research was provided through the iSpring Market, and Comindwork online programmes. Learning English involved using the BBC Learning English application, while OpenLearning was used to develop knowledge on the dissertation topic. Results. It was determined that the respondents who studied pedagogy, psychology, social work (Group 1) expanded their basic knowledge the most (21%). Respondents who studied journalism (Group 2) developed autonomous learning (23%). The future PhDs acquired knowledge in three subjects at a high level, contributing to developing professional competencies. Conclusions. The practical significance of the research is in developing training for PhDs with the use of digital technologies. The research prospects are related to comparing the effectiveness of training of first- and second-year PhDs as a result of the use of innovative technologies. Key words: information technologies, scientific research, research process, critical thinking, technical competence
Ensemble of Population-Based Metaheuristic Algorithms

No optimization algorithm can obtain satisfactory results in all optimization tasks. Thus, it is an effective way to deal with the problem by an ensemble of multiple algorithms. This paper proposes an ensemble of population-based metaheuristics (EPM) to solve single-objective optimization problems. The design of the EPM framework includes three stages: the initial stage, the update stage, and the final stage. The framework applies the transformation of the real and virtual population to balance the problem of exploration and exploitation at the population level and uses an elite strategy to communicate among virtual populations. The experiment tested two benchmark function sets with five metaheuristic algorithms and four ensemble algorithms. The ensemble algorithms are generally superior to the original algorithms by Friedman’s average ranking and Wilcoxon signed ranking test results, demonstrating the ensemble framework’s effect. By solving the iterative curves of different test functions, we can see that the ensemble algorithms have faster iterative optimization speed and better optimization results. The ensemble algorithms cannot fall into local optimum by virtual populations distribution map of several stages. The ensemble framework performs well from the effects of solving two practical engineering problems. Some results of ensemble algorithms are superior to those of metaheuristic algorithms not included in the ensemble framework, further demonstrating the ensemble method’s potential and superiority.