Reviewerly/exHarmony huggingface dataset:
Secure Data Sharing Using 3DES Algorithm

Abstract: The Triple Data Encryption Algorithm, also known as Triple DES (Data Encryption Standard), 3DES, TDES, Triple DEA, or TDEA, is a symmetric key-block cypher that uses the DES cypher in triplicate by encrypting with key 1 (k1), decrypting with key 2, and encrypting with key 3 (k3) (k3). There is a two-key variation as well, where k1 and k3 are identical. The Data Encryption Standard, created by IBM in the early 1970s and adopted by NIST with minor adjustments in 1977, is the foundation of the 3DES cypher suite. The system consists of a Data Owner, Network Storage, Aggregate Key and User. The data owner uploads the file which is encrypted by making use of 3DES algorithm, once the data has been encrypted blowfish is applied to convert the whole data into data blocks which is stored in network storage or the drop box. When the authorized user provides the secret key that is the aggregate key the data is decrypted and original data is available for the user. Admin will be a superuser who will manage different things like uploaded files and registered users. Admin will be having permissions to remove users if found invalid. The secure data sharing system using 3DES algorithm is developed with the Java technologies. Encryption is done using triple standard encryption standard. Agile methodology is used to develop the system and MySQL Database is used to store the data. The system is able to efficiently store the data uploaded by the data owner after encrypting it using blowfish algorithm and 3DES technology. After the storage of the data the system will also be able to securely transfer the saved data within the trusted set of people without any other person able to access the file.
Development and Validation of College Learning Community Programs Scales

The purpose of this study was to develop and validate an instrument to measure learning community participant competence, managing the quality of the extracurricular program. By reviewed the previous studies, a measurement category for learning community performance was selected and content validity was conducted. The preliminary survey was conducted with 233 participants in the learning community in the first semester of 2021, and the main survey was conducted with 311 participants in the learning community in the second semester of 2021. The reliability of the scale was high and confirmatory factor analysis found that those extracted constructs were valid by showing good fit indices. The instrument developed a 20-item scale of learning community competence which consisted of four factors including self-directed learning competence, communication competence, interpersonal competence, and problem-solving competence.
The online class participation experiences of graduate students majoring in counseling

본 연구는 상담 전공 대학원생의 온라인 수업 참여 경험을 분석하여 온라인에서 효율적인 교수학습 및 상호작용 방법을 탐색하는데 목적이 있다. 이를 위하여 8명의 상담전공 대학원생을 대상으로 인터뷰를 실시하였고, 이들의 진술을 질적으로 분석하였다. 연구결과는 다음과 같다. 첫째, 학습자들은 학습 및 성과관리 측면에서 온라인 수업에잘 적응한 것으로 나타났다. 그러나 온라인 수업의 효과는 긍정적인 면과 부정적인 면이 모두 존재하였다. 둘째, 학습자들은 낮은 수업 실재감과 장시간 온라인 수업으로 인한 피로감을 경험하였다. 셋째, 학습자들이 적절한 장소를 확보하지 못하거나 인터넷연결이 불안정할 경우 온라인 수업 참여의 효율성이 떨어지는 것으로 나타났다. 넷째, 학습자들은 시간 및 공간 선택에서 자율성을 느꼈지만 발언에 대한 부담감과 사회적 관계 형성의 어려움을 경험하였다. 본 연구는 온라인 수업에서 학습자와 교수자의 상호작용 및 학습 동기 증진을 위한 연구의 근거를 탐색하였다는 점에서 의의를 지닌다.The purpose of this study is to analyze the online class participation experiences of graduate students majoring in counseling and to explore effective online teaching, learning, and interaction. For this purpose, eight graduate students majoring in counseling were interviewed, and their statements were analyzed by qualitative methods. The results of this study are as follows: First, learners were found to have adapted well to online classes in terms of their learning and performance management. However, the effects of online classes include both positive and negative aspects. Second, learners experienced a lack of teaching presence and suffered from fatigue when participating in online classes. Third, the efficiency of online class participation diminished when learners could not find an appropriate place for their learning or the internet connection was unstable. Fourth, although learners felt autonomy in deciding when and where to learn, they experienced difficulties in beginning a conversation and forming social relationships. This study has implications in that it explored learners' experiences for the enhancement of interaction and motivation in online classes.
The Effectiveness of Teaching Reading to Civil Engineering Students in National Institute of Technology Malang Using Two Strategies

Reading comprehension is important in learning but it is very difficult to define and to achieve. The purpose of this study was to try both approaches (inductive and deductive) to teach reading in order to determine which one is more effective for Civil Engineering students of ITN Malang. This study is conducted in Civil Engineering Department of National Institute of Technology, Malang. Two classes participated in this study. There are 15 students in each class. All of them are freshmen. One class learned reading deductively, and the other learned inductively. To assess the students’ improvement, a series of two test papers were used. From the tests given, it can be found that teaching reading inductively and deductively has equal effectiveness. However, the students taught using the deductive approach performed better in certain questions.&#x0D; Keywords: Reading , Inductive and Deductive Approach
Testing of Integrated Sales Information Systems On UD. Remaja Bumi Raya Based on Black Box Testing with Equivalence Partitioning Method

UD. Remaja Bumi Raya is a business in the field of selling agricultural materials that provides various types of fertilizers and agricultural medicines. This UD has developed a sales information system that is integrated into stock management and transactions connected between branches so that owners can find out the number of stocks and transactions from each branch in real time. Black Box testing is an application test that covers the outer side of a software, from the display to the input action, while the Equivalence Partitioning method is a testing method in the aspect of input validation from the Valid Class side, observation of input content and input accuracy, so that the error side of the application being tested can be known. The purpose of this study is to determine the quality and errors in the Integrated Sales Information System at UD. Remaja Bumi Raya by using Black Box Testing with the Equivalence Partitioning method. The results of the study show that the selling information system is feasible to implement because it has a minimal error rate. The use of Black Box Testing with the Equivalence Partitioning method can be used to test the software before it is implemented.
Empathy as an Important Quality of Managers in Pedagogical Sphere

This article describes the features of the manager's emotional sphere. The quality of empathy has been studied as an important component of the emotional sphere. The article lists the names of the authors of theoretical and experimental studies on this topic. There are also explanations of the management process, the concept of empathy and the professional activities of a teacher. Managers of the teaching staff were selected as the study sample. The nature of teachers' empathy in the management system is analyzed. On the basis of the research method, the features of the emotional intelligence of the leaders of the pedagogical sphere are also studied. In particular, it has been studied that the ability to penetrate other people's emotional fields is based on visible aspects of emotional intelligence. The author, purpose and general description of the method used are given on the basis of psychological research on the chosen topic. Based on each method, the obtained data are analyzed and conclusions are drawn. The indicators obtained on the basis of the study are analyzed quantitatively and qualitatively. Managers in the field of education were selected as research papers. The results of the study will have theoretical and practical value for the leaders of the pedagogical sphere. In particular, recommendations based on the results of the study will help increase the empathy of managers.
CONFIG.SYS

My smartphone allows me to configure not only a different ringtone for every caller, but also for every different notification of every different app. I can set times when to be silent and when to ring, or dynamically switch between these two modes based on where I am or what is scheduled in my calendar. Configuration heaven or hell?
Algorithms’ Influence on Human Artistic Creativity

In this doctoral research programme, I propose a set of three thematic research projects to investigate the influence of algorithmic curation on artists’ creative processes and viewers’ subsequent creative perception. In the context of the burgeoning “creator economy,” I first review evidence of algorithmic impact on creator’s outputs. Considering the role of process in creative output evaluation, I bring an embodied, situated perspective to online creativity. Based on these discussions, I propose three research streams: first, I tease apart the consid-eration of process from the consideration of embodiment, asking how each (process &amp; embodiment) influence creative perception in the context of algo-rithm-made versus human-made art. In this workstream, I also consider the im-pact of the art viewer’s embodiment (physical versus digital). Next, I construct an algorithmically-curated website of visual images which controls information about the artist, their process, and their output, using the website as an experi-mental sandbox to interrogate the role of these variables in online creative per-ception. Finally, I supplement these findings through ethnography with artists and curators, examining the role of algorithmic considerations in their process. Simultaneously, I prompt artists to imagine the possibility of a co-designed algo-rithm that prioritizes creativity over existing metrics for engagement.
Sentire: A Participative Interactive Sound Performance

Sentire is both an artwork and a research project in which proximity and touch are sonified with the aim to enhance body perception and social interaction. Sentire uses a digital system that mediates body movements and musical sounds, using a Body-Machine-Interface that allows two (or more) people to interact with one an- other in a physical environment—rather than in a virtual environment. The artwork consists of a participatory performance, which has been presented at numerous events since 2016. Distance and touch between the users can be measured and mapped to an algorithmic sound environment in real time. Through this multi- modal experience, the awareness of the self and the other is enhanced on bodily, especially kinaesthetic levels, i.e. movement perception. Since 2019, Sentire has been also a research project at the Humboldt University of Berlin , with the aim to develop the system for therapeutic purposes.
Interactive Research Artifacts as Creative Tools for Knowledge Creation

In my doctoral programme, I aim to lay the foundations for understanding the novel impacts of interactive technologies on knowledge creation in the digital age. Specifically, I propose an ethnographic approach to understand current scholars’ conceptualizations of “interactive research artifacts.” Through this process, I will propose a definition and set of criteria for these artifacts that en- compasses the dynamic ways these technologies transform knowledge creation practices. I will consider these artifact creation practices to be creative in nature, and as such, will draw on Design Studies and work on digital creativity to bridge computation, knowledge creation, and communications literature. I will begin with a pilot conference where scholars of all disciplines will be invited to share and discuss interactive research artifacts they have created. From there, I will use ethnographically-informed case studies to explore scholars’ lived experi- ences with these artifacts. Based off these findings, I will propose a conceptu- alization of interactive research artifacts and initial design considerations. These will be examined and remoulded in co-design workshops, where, with more scholars, we will co-create design guidelines for the future creation of interac- tive research artifacts. To design for a future where interactive research artifacts become commonly used scholarly tools, an in-depth understanding of the ways these artifacts are used as knowledge creation tools is critical.
Autolume-Live: Turning GANs into a Live VJing tool

Creative Artificial Intelligence is increasingly used to generate static and animat- ed visuals. While there are a host of systems to generate images, videos and music videos, there is a lack of real time video synthesizers for live music per- formances. To address this gap, we propose Autolume-Live, the first GAN-based live VJing-system for controllable video generation. By analysing the needs of VJs and current Deep Learning-based audio-visual systems, we developed a live video synthesiser that extracts musical features, such as the amplitude, pitch and onset strength, and allows mapping these to generate trajectories in the frame latent space. These frames can further be manipulated through a MIDI In- terface which allows the user to improvise, manipulate the Neural Network and adjust the output to accompany live music performances in a co-creative way.
Ich Sage Was Ich Sagen Kann (ISWISK): Voice Composition by Real-time Automatic Speech Recognition

Ich Sage Was Ich Sagen Kann is a voice composition experiment, where multiple self-made voice bots have a dialogue with each other by using Keyword Spot- ting (KWS) in the Automatic Speech Recognition (ASR) domain. The dialogue is not considered as a conversation between different personalities, but it reflects on a process of uttering thoughts from my personal experience. I make speech recognition modules by using a Convolutional Neural Network (CNN) model in- stalled on eight microcontrollers, which give utterances when certain keywords are detected. The composition consists of four parts, from polite one-on-one conversation between myself and one bot to the impolite conversation between 8 bots, which reflects the chaotic state of mind in the thinking process. This practice aims not only at overcoming problems in communication and learning of a foreign language at a personal level, but also at the possibility of communica- tion with human language between machines.
Data Visualization as Portraiture: An analysis of the use of personal data in the visual representation of identity

This paper analyses aesthetic and design artefacts that represent the identity of an individual through the visualization of personal data, focusing on their reflexive, documental, and biographical potential. To this end, it analyses the concepts, data types, design methodologies, and visualization techniques, as well as the experiential characteristics of these artefacts. This analysis is part of an ongoing research that explores data visualization techniques for the rep- resentation of personal identity, highlighting the potential of using personal data as a raw material for portraiture. The research is motivated by the current context of technological ubiquity, wherein virtually all human activities inevita- bly leave a digital trace. It explores the potential of these records of personal data to convey characteristics of identity that are relevant in private and social spheres. As such, it also points to a reconceptualization of portraiture driven by computational media, as the representation of personal identity through the use of personal data.
Depsobm: Block Matching Algorithm Based on Differential Evolution and Pso for Video Sequences

The block Matching method is an extremely robust and efficient approach for motion estimation of video sequences. For motion estimation, evolutionary algorithms are being used efficiently recently. In this paper, we have proposed a unique method of motion estimation by applying differential evolution and a PSO-based block matching algorithm(DEPSOBM) for motion estimation. The effectiveness of the proposed work is tested using 4 well-known test video sequences. The test video sequences applied for our experiment have all the necessary features like distinct resolutions, different formats, and the frame count which are required in an input video sequence. Additionally, we have also evaluated the performance of DEPSOBM on seven 4K120p sequences from the UVG dataset for exhaustive analysis. The proposed approach is compared with standard block matching algorithms and classical DE and PSO algorithms by comparing with parameters like Structural Similarity (SSIM), Average Number of Search Points, Peak Signal to Noise Ratio (PSNR). The experimental results show that our proposed approach shows better performance as compared to other traditional block matching algorithms.
Walking a Tightrope: Balancing Centralization and Decentralization in Enterprise Blockchain Networks

Blockchain technologies represent a promising opportunity to manage complex intra- and interorganizational networks. A critical decision for founders of blockchains is whether blockchain activities should be governed in a fully decentralized, consensus-based way, or in a more centralized and controlled way, supported by mechanisms of hierarchical control. While a decentralized, consensus-based approach may result in lower upfront administrative costs for managing a blockchain network, it may also complicate the subsequent coordination, control, and adaptability of the network that can be achieved by introducing a consortium as a centralized governance structure in an otherwise decentralized system. Based on extant governance research, we hypothesize that founders of enterprise blockchains will evaluate this strategic tradeoff more in favor of adopting a consortium as the number of founders, rivalry of founders, and dynamism of founder industries increase. We test our theorizing on a unique sample of 127 blockchain initiatives and find support for the two former but not for the latter hypotheses. Our study advances theories on network governance and the emerging literature on blockchains.
AN ANALYASIS OF STUDENTS' SPEAKING ANXIETY IN ELEVENTH GRADE OF MA NURUL ISLAM BELANTARAYA

The phenomenon of anxious students often occurs in the process of learning English, especially in class. Where students feel scared and embarrassed when speaking English. The purpose of this study was to determine the extent of students' anxiety level when learning English, in English subjects. At MA Nurul Islam Belantaraya. This research is quantitative descriptive . Instruments This research uses a questionnaire containing 17 statements. And the total population is 36 people, and the sampling technique in this study is the total sampling used in this study is the students / I class XI at MA Nurul Islam Belantaraya kec. Echo. Furthermore, based on the results of calculating student responses to 17 questionnaire statements, students' anxiety levels are in the range of 60% - 79.99% which means High, which means that students' anxiety levels are high in learning English. Based on the results of the study, it can be concluded that the level of student anxiety is caused by a lack of self-confidence, and the high shyness of students in speaking English.
STUDENTS’ SELF-REGULATED LEARNING IN ENGLISH OF SECOND GRADE AT SMAN ISLAM TERPADU SYECH WALID THAIB SALEH INDRAGIRI TELUK SUNGKA

This study aims to find the students' self-regulated learning in English of second grade at SMAN Islam Terpadu Syech Walid Thaib Shaleh Indragiri Teluk Sungka. This type of research is descriptive quantitative. To find the purpose of this study, the researcher used the method of collecting data through a questionnaire. After gathering the data, the researcher found that the results of this study of self-regulated learning showed that regulated learning with 35 students as respondents with an average score of 141.1 was included in the "good category". In addition, the factors that influence students' self-regulated learning are included in the "disagree category" could be seen from the third statement with an average value of 86. From these results, it can be concluded that the second grade students at SMAN Islam Terpadu Syech Walid Thaib Shaleh Indragiri Teluk Sungka have paid attention to their self-regulated learning in English.
IMPROVING STUDENTS’ ENGLISH VOCABULARY MASTERY THROUGH TOTAL PHYSICAL RESPONSE METHOD AT GRADE VII A OF MTs Negeri 2 KUANTAN SINGINGI SENTAJO RAYA DISTRICT - KUANTAN SINGINGI REGENCY

Vocabulary is essential in learning English because vocabularies are the key to producing English sounds, words, and sentences. In reality, students still had lack of English vocabulary mastery. One method to solve this problem is by applying Total Physical Response (TPR). This research was carried out at grade VII A of MTs Negeri 2 Kuantan Singingi Sentajo Raya district in Kuantan Singingi Regency. It is designed as Classroom Action Research. The research aims to know how far the Total Physical Responses can improve the students’ English vocabularies mastery. Data collection methods are observation and test. This is the test in multiple choices. Data analysis is quantitative, which got from the result of the test. The result of this research is that TPR could increase the students’ vocabulary. The students’ rate in pre-test is 40.00 %, the rate result in the first cycle is 54.54 %, .while in the rate result in the second test is 82.06. the final rate result in the third cycle is 90.00. Total Physical Response can improve students' English vocabularies at grade VII A in MTs Negeri 2 Kuantan Singingi.
IMPROVING SPEAKING SKILL OF REPORT TEXT USING FINDING MISSING INFORMATION TECHNIQUE AT THE TENTH GRADE STUDENTS OF MA SHABILAL HUDHA SUNGAI EMPAT

This study aims at improving students' speaking skills in using English with the approach of finding missing information techniques in the report text in the tenth grade of MA Shabilul Hudha Sungai Empat. In learning English, especially those that focus on their learning abilities, making these they become brave enough to express or not dare to use and communicate using English is because they feel ashamed of their classmates and their habit of using mother tongue conversation. This research is a classroom action research, where the implementation time is one month or four meetings starting from April 13, 2019, to April 24, 2019, with participants in the tenth grade MA Shabilul Hudha Sungai Empat totaling 30 students in the data collection process; the researcher used tests to students in the form of report texts and the form of observations of students and teachers. The field data analysis results obtained students' value in the first cycle test with an average value of 68.07, so this study used two cycles for the assessment of students' speaking skills. In the second cycle test, the average score was 75.84; in other words, the study using learning methods finding missing information techniques to improve the speaking skills of tenth graders Shabilul Hudha Sungai Empat can improve students' speaking skills. Therefore, using learning methods to find missing information techniques is useful for improving students' speaking skills.