Reviewerly/exHarmony huggingface dataset:
Analisis Ketersediaan dan Persebaran Layanan Pendidikan SMA di Kabupaten Purbalingga Ditinjau dari Kebijakan Sistem Zonasi Sekolah

Education is one of the human needs to be able to process and interact in the outside world with all the surrounding communities. Education is one of the main things that must be considered because education is able to shape everyone's personal character if they are serious about it. Based on Government Regulation No. 47 of 2008 concerning Compulsory Education, article 1 paragraph 1 states that compulsory education is a minimum education program that must be followed by Indonesian citizens on the responsibility of the Government and Local Government. To increase the 12-year compulsory education, it is necessary to provide adequate educational services, but this has not been fulfilled because the increase in the number of students entering school is not proportional to the number of existing schools. The zoning sistem is a sistem that regulates the acceptance of new students. Based on the Regulation of the Minister of Education and Culture as stated in the Regulation of the Minister of Education and Culture Number 20 of 2019 concerning amendments to Permendikbud number 51 of 2018 concerning the Admission of New Students in Kindergarten, Elementary School, Junior High School, Senior High School , and Vocational High School with a zoning sistem. By implementing a zoning sistem, schools are required to accept prospective students through the zoning route, 90% of the total quota, 5% is used for the achievement route, and 5% is used for the transfer of parents.Purbalingga Regency is one of the regencies in Central Java Province. This district consists of 18 sub-districts, the center of government is in Purbalingga District. Based on Article 1 of the 2003 National Education Sistem Law education is a conscious and planned effort to create a learning atmosphere and learning process so that students actively develop their potential. To find out the availability and distribution of Education Services in the scope of Senior High School in Purbalingga district in 2022 based on the school zoning sistem, Senior High School education services with public and private status have been spread thoroughly in Purbalingga Regency with the stipulation of a Zoning Sistem Policy with the hope of improving education equity. For this reason, researchers are interested in conducting further research with the desire to know more deeply the issue of "Analysis of the availability and distribution of high school education services in Purbalingga Regency in terms of school zoning sistem policies".
Kajian Tingkat Kesesuaian Penggunaan Lahan Terhadap Rencana Tata Ruang Wilayah dalam Upaya Mitigasi Bencana di Kecamatan Baturraden Kabupaten Banyumas

Land use suitability aims to align land use with the development planned by the government as stated in the Regional Spatial Plan. Baturraden District has an area of 4550.76 Ha. This study aims to determine the level of suitability of land use to RTRW in disaster mitigation efforts in Baturraden District, Banyumas Regency. This research is a descriptive research using field survey methods (field research) and geospatial analysis approaches to conduct spatial analysis of land use suitability to RTRW. The population in this study is in the form of land use forms. The sampling technique for land use forms in this study was to use the total sampling technique. The types of data used in this study are secondary data in the form of Landsat Imagery, RBI Map scale 1:25,000 and Banyumas Regency RTRW Map scale 1:40,000. The data collection used is in the form of field observations, interpretation of satellite images, and documentation. Secondary data processing is carried out by overlaying between the Baturraden District Land Use Map and the Banyumas Regency RTRW Map. Data analysis uses qualitative descriptive to explain the degree of suitability of land use to RTRW. The results of this study show that the level of land use suitability of Baturraden District in 2021 is divided into 2 classifications, namely the appropriate and non-appropriate levels. The area in accordance with the RTRW is 2813.18 Ha (61.81%), while the area is not in accordance with the RTRW which is 1737.57 Ha (38.18%). The value of land use suitability in Baturraden District is in the appropriate category (51-100%). Land use suitability is included in the pre-disaster stage, the level of land use suitability is included in the appropriate classification, it is more effective to realize the resilience of the territory from disasters.
Disassemble Byte Sequence Using Graph Attention Network

Disassembly is the basis of static analysis of binary code and is used in malicious code detection, vulnerability mining, software optimization, etc. Disassembly of arbitrary suspicious code blocks (e.g., for suspicious traffic packets intercepted by the network) is a difficult task. Traditional disassembly methods require manual specification of the starting address and cannot automate the disassembly of arbitrary code blocks. In this paper, we propose a disassembly method based on code extension selection network by combining traditional linear sweep and recursive traversal methods. First, each byte of a code block is used as the disassembly start address, and all disassembly results (control flow graphs) are combined into a single flow graph. Then a graph attention network is trained to pick the correct subgraph (control flow graph) as the final result. In the experiment, the compiler-generated executable file, as well as the executable file generated by hand-written assembly code, the data file and the byte sequence intercepted by the code segment were tested, and the disassembly accuracy was 93%, which can effectively distinguish the code from the data.
Digital competence of the university student in times of COVID-19

Background: In times of covid 19, digital competence provides various skills to students such as faster, more efficient and practical information search, which generates greater ease and accessibility to different sources for a better method of learning acquisition with new literacies. Objective of the study : The objective of the research was to compare the digital competence of university students from two universities in Lima. Method: It was a quantitative, non-experimental, cross-sectional study; A sample made up of 466 students (75% women and 25% men) from two fifth-cycle private universities in Lima aged between 21 and 28 years, selected under an intentional non-probabilistic sampling, was used. Results: It was observed that, of 233 students from private university 1, in terms of digital skills, 38.2% obtained a low level; 60.1% obtained medium level and 1.7%, high level and, in relation to private university 2, 9.4% obtained low level; 72.1%, medium level and 18.5%, high level. There are significant differences in the level of digital skills in students from two private universities since the level of significance calculated is p &lt; .05 and the Mann Whitney U is 12156,000.
MODELING OF CREATIVE SELF-DEVELOPMENT OF TEACHERS OF ADDITIONAL EDUCATION IN INCLUSIVE EDUCATIONAL ENVIRONMENT

The relevance of the research lies in the need for scientific search for effective tools to implement additional inclusive education in modern practice and the demand of educational institutions for teachers who are ready for professional self-development, capable of creating conditions for the creative self-expression of students, including those with disabilities. The article deals with the problem of forming the readiness for creative self-development of a supplementary education teacher in an inclusive educational environment. The aim of the research is to develop and theoretically substantiate the author's model of readiness formation for creative self-development of a supplementary education teacher working with «special» children. Theoretical and methodological basis of the research was based on the works of domestic and foreign scientists P.K. Engelmeyer, K. Rogers, B. Ananyev, N. Sergeyev, V. Andreev who consider the creative self-development of a teacher as an ability to build and implement a trajectory of professional self-actualization, manage their time, find non-standard ways of solving problems, perform pedagogical reflection, as well as build an individual learning and self-development route of a child. The result of the study was the development of a model that contains targeted, methodological, meaningful, diagnostic and effective components and is based on the principles of humanization, systematics, individualization and creative activity. The pilot-experimental base of the study is the municipal budgetary institution of additional education «Center for Additional Education of Children «Zarechye «Kirovsky District» of Kazan, where three adapted additional general education programs for children with disabilities are implemented.
Identity Authentication Based on Sensors of Smartphone and Neural Networks

The smartphone has become an indispensable electric device for most people since it can assist us in finishing many tasks such as paying and reading.Therefore, the security of smartphones is the most crucial issue to illegal users who cannot access legal users' privacy information.This paper studies identity authentication using user action.This scheme does not rely on the password or biometric identification.It checks user identity just by user action features.We utilize sensors installed in smartphones and collect their data when the user waves the phone.We collect these data, process them and feed them into neural networks to realize identity recognition.We invited 13 participants and collected about 350 samples for each person.The sampling frequency is set at 200 Hz, and DenseNet is chosen as the neural network to validate system performance.The result shows that the neural network can effectively recognize user identity and achieve an authentication accuracy of 96.69 percent.
PERANCANGAN MOTION COMIC 2D PERAN DAN FUNGSI MAMAK DALAM SISTEM KEKERABATAN MINANGKABAU

The contribution and function of information and communication media as information disseminators include studying and preserving the civilization of social and cultural values in the Minangkabau community both in print media, 2D audio visual and 3D media. As today, modern society or the millennial generation does not really care about the role and function of the Mamak towards their nephews, and millennial youth tend to see the values of tracing traditions as ancient, while the influence of outside culture is very vulnerable to be diminished, including in Minangkabau. So there is a need for information and communication media to disseminate education to Minangkabau adolescents such as 2D motion comics which present moving picture stories to discuss the role and function of Mamak in looking after their nephews. As the target audience, Minangkabau youth are expected to be interested in understanding the values of Minangkabau cultural civilization through this motion comic. This design method uses the 4D development model, namely define, design, develop, and disseminate. While the data analysis method uses a SWOT analysis, namely Strengths, Weaknesses, Opportunities, and Threats. The main media in this design work is the Motion comic, which consists of illustrations of moving cutouts where the final result is using Youtube Channel to play Motion comic videos online. Furthermore, it is supported by other media in the form of T-shirts, posters, comics, pins, note books, stickers, x-banners.Keyword: Motion Comic, Mamak, Minangkabau,
TINJAUAN VISUAL TERHADAP ILUSTRASI KEMASAN BOTOL AQUA 600ML “LABEL KHUSUS TEMUKAN INDONESIAMU”

This study was created by the writer with the aim of describing the meaning and also the cultural values contained in the Aqua packaging illustration of the special label "Discover Your Indonesia".The research method used by researchers is a type of descriptive qualitative method with literature study data collection techniques where the data used is obtained from various journal and internet book sources. This study focuses on the visual analysis of illustrations, colors, and characters on objects contained in the Aqua packaging of the special label "Discover Your Indonesia" reviewed with theories relating to color illustrations and perceptions. Researchers describe the cutouts of each object on the illustration in tabular form and are identified to explain each meaning contained in the Aqua packaging illustration of the special label "Find Your Indonesia"The results of this study explain that every illustration that is on the Aqua label special label "Discover Indonesia" has a positive meaning with the contents of the message delivered to apply Indonesian culture in everyday life.Keywords: Illustration, Visual Overview, Aqua
PERANCANGAN REDESAIN LOGO MICOW PADANG

Micow is one of the shops that provide pure milk in the city of Padang. This business was initiated by Ucok Andi Oktora since October 20, 2015 which is located at Jl. Gajah 08 Air Tawar Barat Padang City. This business already has a good image, but the fundamental problem of the Micow logo is that it does not yet have a strong identity as a brand, and has not yet applied the principles of a good and correct logo design.The purpose of designing the Micow logo redesign is to design a logo by applying good, correct design principles so that later it will present a unique, simple, easy to remember, flexible, fun, communicative, and consistent placement in all types of media that will be used as Micow's attraction itself to be increasingly recognizable.The analytical method used is a SWOT analysis. This design produces a manual book as the main media that contains the design of the logo redesign starting from the moodboard, concepts, grid systems, colors, typography. Supporting media used to support the main media include Business Cards, Envelopes, Letters, Stamps, Posters, X-banners, Packaging, Menu Lists, Stickers, T-shirts, Aprons.Keywords: Redesign, Logo, Micow
PERANCANGAN VIDEO PROMOSI RCM DJ SCHOOL DI KOTA PADANG

The purpose of this design is to design effective and efficient promotional media to introduce potential customers so that they get the services they sell. One of them is the audio visual media, which is very much an audio visual media seen in the current era.The analytical method used is 5W + 2H (what, who, where, when, why, how and how much) to find solutions to the problems encountered.This design produces an audio visual in the form of a promotional video that can display images and sound as the main media, and is also supported by several other media, namely: Poster, T-Shirt, Billboard, Totebag, Sticker, X-Banner as supporting the main media and as a promotional media.Keywords: DJ, RCM DJ SCHOOL, Promotion
PERANCANGAN BUKU EDUKASI BAHAYA MAKAN MAKANAN JUNK FOOD UNTUK ANAK ANAK

The purpose of designing an illustrated book on the dangers of junk food for children as an educational and interactive media in the delivery of the dangers of junk food meals so that children reduce to avoid consuming junk food foods and prefer to eat healthy foods, vegetables and fruit that is useful for health and for the development and growth of children. This illustrated book was chosen as one of the educational media for children because it presents stories and illustrations of characters that make children enthusiastic to read it, so learning is more fun.The data analysis method in the 5W + 1H technique is (what, where, who, why and how) to find a solution to the problem at hand. Data collection was carried out using interview and documentation methods. Illustration, typography, and layout are designed using visual communication design theory, child psychology, media, books, illustrations, colors, layouts and typography. In addition to designing illustration books as the main media, this design has supporting media such as posters, x-banners, stickers, coloring books, notebooks, tote bags, and food supply boxes.Keywords: Book, Illustration Education, Junk Food, Children
VIDEO PROFIL SMA ADABIAH 2 PADANG

Adabiah High School is one of the well-known private schools in the city of Padang and one of the national-level private schools. Adabiah 2 Senior High School is very spacious and beautiful with adequate facilities.The making of this video profile aims to create supporting promotional media through Visual Communication Design by showing the aesthetic values of the design on supporting media that can attract consumer interest.The main media in designing this video profile is communication media in the form of audio visual . And supported by various supporting media for school promotions such as calendars, wall of fame, posters, pins, banners, book covers and x-banners.Keywords: Video Profile , audio visual
Fed up of and Fed up with in Two Corpora

The main purpose of this paper is to demonstrate that fed up of and fed up with are low similarity synonyms. A point to note is that fed up with was always favored over fed up of in twenty countries’ web from 2010 to 2022. A further point to note is that the figure of fed up of and fed up with reached a peak in 2019 and 2020, respectively. When it comes to the COCA, fed up of and fed up with have the same property in the magazine genre, whereas they have different properties in the other seven genres. This in turn implies that fed up of is 14.28% the same as fed up with in eight genres. With respect to the Euclidean distance, fed up of is the nearest to fed up with in the TV/movie genre. Quite interestingly, the NC shows that fed up of people and fed up with people are the most preferred ones in twenty countries’ web. Finally, with respect to the NC, it is interesting to note that 18.18% of forty four nouns are the collocations of fed up of and fed up with. It can thus be inferred that fed up of and fed up with are low similarity synonyms.
Biometric Access Control Using Voice and Fingerprint

In security-related systems, such as access control systems, authentication is extremely important. There are several ways to carry out this crucial activity, but biometrics is currently attracting more attention. After realizing the usefulness of biometrics, security systems use them for one of two fundamental functions: user identification or user verification. Multiple biometrics exist, and various access control systems require various biometrics. As a result of their impossibility to be lost, stolen, or forgotten, biometrics have been deemed the most secure and practical authentication method. Therefore, the design and development of the voice and fingerprint-based magic access control system. This research explores the idea of increasing access control door security by replacing a door key with a trustworthy electromagnetic door lock system that allows only authorized people to access a location using voice recognition or a fingerprint device. The voice sensor and fingerprint sensor were able to scan the user’s voice or fingerprint to open a prototype door when a valid user try to access the door. The motor closes the door after a preset 5 seconds delay.
PREDIKSI PRESTASI MAHASISWA DENGAN MENGGUNAKAN ALGORITMA BACKPROPAGATION

This study aims to overcome the problems in predicting student achievement at the Polytechnic Business Indonesia Pematangsiantar. To predict student achievement is done by applying Backpropagation algorithm and implement it into Matlab software. Backpropagation algorithm is one of the methods on artificial neural networks that is quite reliable in solving problems including prediction. In this study conducted on the object of students semester One with a lot of data samples 26 samples. The data sample is divided into two parts, 70% of the data is used as training data and 30% of the data is used as testing data. This study uses ten architectural models, namely 9-2-1, 9-3-1, 9-4-1, 9-5-1, 9-6-1, 9-7-1, 9-8-1, 9-9-1, 9-10-1, 9-11-1. Of the ten Backpropagation network architecture models implemented in predicting student achievement in Matlab software obtained the best output is 9-2-1 pattern with epoch 8149, time duration for 17 seconds, and MSE (error rate) value of 2.80 e-05 for training and MSE (error rate) of 0.1248 with accuracy of 87.5% for testing. The best architecture obtained is expected to be used as a picture by the academic Polytechnic Business Indonesia (PBI) in predicting student achievement.
IMPLEMENTASI ALGORITMA DECISION TREE C4.5 DENGAN IMPROVISASI MEAN DAN MEDIAN PADA DATASET NUMERIK

The decision tree is a method of classifying data mining. The decision tree has one type of algorithm model, namely the C4.5 algorithm. The C4.5 decision tree algorithm is easy to understand because it has a tree-like structure in general. The C4.5 algorithm in handling quantitative data is often less efficient and effective. Based on these problems, this study improvised the numerical attribute dataset using the mean and median in the preprocessing of the data. The improvisation is used to obtain a threshold value, thereby minimizing information loss and time complexity when implementing the C4.5 decision tree in predicting training data. Evaluation of the system used in this study using a confusion matrix. The confusion matrix is ​​used as a benchmark in testing the classification method using data testing. In this study, the dataset was partitioned into three scenarios. In scenario 1 with 70% training data and 20% test data, the highest accuracy is 75%. The improvisation of the mean and median on the numerical attributes in the C4.5 algorithm can be used in this scenario.
ANALISIS BIG DATA PENJUALAN VIDEO GAMES MENGUNAKAN EDA

Advertising is a very effective way for product marketing, this method is often used to disseminate product information to be marketed. Errors in the analysis of products to be marketed resulted in significant losses to the company due to errors in the exploration of Big Data processing. Big data is described as large-scale data that can be presented, processed and analyzed using existing technologies, methods and theories. Therefore, an assessment of the big data of video game operators that is in demand by the market is carried out to determine the highest and lowest sales of video games using the Exploratory Data Analysis method so that a company can determine the games to be promoted and produced. The results obtained in this study that have the highest and lowest sales of video games in the global market by genre are action at 1745.27 and strategy at 174.5. And for sales by platform, PS2 is 1255.64 and PCFX is 0.03. With this method, video game sales can be presented graphically, making it easier for companies to determine which games to market and promote small game sales.