Reviewerly/exHarmony huggingface dataset:
LibGuides: SMARTR Goal Package: SIIP Goal Alignment

Package SMARTR goal starter kitLibrary standard, POG skill, links to resources, strategies for successDemonstrate how SMARTR goal is aligned to SIIP and FCPS strategic plan
RANCANG BANGUN APLIKASI DETEKSI KEASLIAN FILE AUDIO MENERAPKAN METODE CRC 32

The authenticity of a digital file is something that must be able to be guaranteed its existence, considering that there are so many devices that can be used to carry out manipulation of the digital file. One of the digital files discussed in this study is an audio file with MP3 file extension. Please note that MP3 audio files are now very easy to obtain, even very easy to manipulate and insert objects in, so we need a safety technique to maintain the authenticity of the audio file. Overcoming the problem that has been explained in the previous paragraph, the appropriate security technique used is the hash cryptographic technique, by applying the CRC 32 algorithm. The application of CRC 32 aims to generate hash codes from MP3 audio files that can be used as key codes for authentication (key authenticity) of MP3 audio files. The results of this study are a representation of the technical explanation of the application of the CRC 32 algorithm in generating MP3 audio file hash codes, which the CRC 32 algorithm is applied to applications that have been designed and built using the help of MATLAB software version 6.1.Keywords: File Authenticity, Audio File, CRC 32, MATLAB 6.1
IMPLEMENTASI ALGORITMA KOMPRESI ADAPTIVE ARITHMETIC CODING PADA APLIKASI PENYIMPANAN FILE ONLINE

Along with the development of technology at this time some programmers have found a solution to overcome the problem of storing important files that we worried about before the file security by making several applications that we often refer to as online file storage. Files saved to online file storage are usually document files and image files. However, the problem that arises is the image file has a large size and takes up large storage space and requires a long time in the process of exchanging data. To reduce the size of an image file compression techniques can be used. Compression is a way to compress data so that it only requires a smaller storage space so that it is efficient in storing or shortening time in exchanging information. Compression technique has several algorithms, in this study the authors used the Adaptive Arithmetic Coding algorithm. From the results of the study the authors managed to compress a color image file with jpg extension using the Adaptive Arithmetic Coding algorithm. The application produced in this research is a web designed using Dreamweaver CS5 and php programming language.Keywords: Compression, Adaptive Arithmetic Coding, DreamweaverCS5, PHP.
Impact of Software Testing Techniques on Software Project Success through Regression Analysis

This study is intended to evaluate the effectiveness of software testing techniques for the success of software project. The research studies Functional Testing, Performance Testing and Regression Testing as critical factors and characterizes the importance of them for the acquisition of project milestones. Furthermore, the study aims to address if software testing techniques have significant effect on project success and does software testing techniques have significant relationship with each other. The study contributes to making polices by government, by providing a broad vision about effective testing techniques implementations in software houses and shows how management can boast the business and get the rewards of successful business. This study is focused to lead new techniques in enhancing project quality in IT sector of Pakistan. Moreover, this study will give an opportunity to management to pay more attention on quality assurance department to enhance their project success and finally their business growth.
IMPLEMENTASI ALGORITMA LEVENSTEIN UNTUK KOMPRESI FILE VIDEO PADA APLIKASI CHATTING BERBASIS ANDROID

Technology is developing very rapidly along with the needs of the community in obtaining information quickly. Chat application as a communication tool that can help communicate without any time restrictions and is free from obstacles. But in communicating through chat applications can not be free or free in communicating in general. Where the chat application has a predetermined number of bits, so that in sending video on the chat application can not be at once but in several times the transmission. The solution to this problem is how the video can be compressed in order to speed up the process of sending and storing video files. compression on video files is done by reducing the size of the video by the process of reducing the bits in the video, but does not eliminate the data information in it. In this study, the algorithm used is Levenstein, using this method, the compression results from the Levenstein value have different results from each value, and the compression results will be advantageous in sending and transferring video files.Keywords: Video Compression, Levenstein Algorithm, Chatting Application
Pemberantasan buta aksara di Kampung Syarwom Distrik Bamusbama Kabupaten Tambrauw Papua Barat

Tambrauw Regency is the region with the highest illiteracy population in West Papua. Illiteracy is spread in almost all villages and districts. Bamusbama District is one of them. 80% of the population is classified as illiterate. It impacts to the society’s ability to communicate. Illiteracy learning activities carried out in Syarwom village to improve the society’s literacy ability. The number of participants is 32 people. The number of participants with literacy ability was 6% only with limited ability. Based on this reason, the illiteracy learning activity is carried out through Calistung learning activities with three main stages, namely preparation, implementation and data analysis stages. To improve the people ability to communicate, interactive communicative learning methods are carried out to train the people to interact with other communities. Furthermore, 2 participants who were able to independently read, write and count were selected as tutors who would continue the group learning activities that had been created. Pre-test and Post-test is done to find out the improvement of the participants’ literacy ability. The results shows the improvement from 6% of participants to 72% for reading skill, from 19% to 97% for writing skill and from 13 to 41% for count skill improvement
Evaluating factors responsible for inconsistencies in mobile devices digital forensic evidence extraction process model

The proliferation of mobile devices has revolutionized life in the 21st century ranging from the way people socialize to the modes of doing business. Mobile devices contain substantial amounts of private data that in event of crime or security investigations when adduced before any court of law can aid in resolving a number of undetermined causes. However, mobile digital forensics research is still faced with several challenges. Most existing mobile devices digital forensic evidence extraction models are vendor-specific and thus anchored on specific device platforms such as Android, Windows, Apple iOS, and Blackberry. Additionally, these models contain various process inconsistencies and lack specified technical documentation. Further, the growing demand for the mobile devices and crime-related occurrences affecting them has strained and exposed the existing models. A number of questions thus remain unanswered into the factors responsible for these inconsistencies and the lack of a unified model that can be applied across these four operating system platforms. A mixed-method approach involving a survey was used in this study where respondents were drawn from ICT practitioners, law enforcement agencies, researchers and the business community. This study highlights several factors that contribute to digital evidence extraction process model inconsistencies which include policy, extraction methods, nature of data, device type, data type, and extraction tools among others. The study proposes systematic documentation of every step followed during evidence extraction from mobile devices so as to avert the inconsistencies.
AKUISISI KOLEKSI FIKSI PADA POJOK FIKSIPERPUSTAKAAN SMA NEGERI 1 YOGYAKARTA

&lt;p&gt;Fiction Corner was an interesting corner in Library of Senior High School 1 Yogyakarta. The Fiction Corner contains special collections of fiction that are not found in other libraries, especially school libraries. In addition, the level of loan collections in the fiction corner is also the most prominent compared to other collections. The acquisition in this fiction corner is unique because it is based on needs in the corner of fiction with certain considerations and stages. The purpose of this paper is to know the implementation, obstacles, and the impact of the acquisition of a collection of fiction in the fiction corner. Qualitative research methods and approaches, with field observation techniques, direct interviews and collecting available data. The results of the acquisition research are going well but there are some obstacles. Positive impact in the form of; a) increase the level of library visits; b) Increase reading interest in supporting the school literacy movement; c) Become a distinctive feature of the library; d) Increase the percentage comparison of collections of fiction and non-fiction. While the negative impacts are: a) The fiction corner is very full of users; b) Collection of fiction in the corner of fiction is not well organized; c) High loss rates&lt;/p&gt;
Blending and Exaggeration of Animated Facial Expressions of Emotion

Facial expressions have a very important role in social communication. As the development of technology enables more and more realistic virtual humans, they may become much more common in our everyday lives, and believable facial behavior is crucial for the success of a virtual character. This thesis states that the facial expressions of virtual characters should be designed so that they would be able to express a rich variety of different emotions and emotional intensities, and that blending and exaggerating facial expressions can be used to bring variety to facial expressions. This thesis also considers the uncanny valley phenomenon, which implies that even though increasing realism increases familiarity and likability of cartoony characters, very realistic characters can appear eerie, disgusting and horrifying instead. This thesis explores the possibility to express complex emotions by blending the expressions of basic emotions: anger, disgust, fear, joy, sadness and surprise. The thesis introduces a physically-based facial model and a method of producing anatomically correct basic emotion blends. Using a series of questionnaires, it was found that while some of the blends were perceived as pure basic emotions or combinations of two basic emotions, some blends induced perceptions of complex emotions, such as shame or malicious joy. It is generally believed in the animation community that the expressions and movements of less realistic characters should be exaggerated to convey sufficient emotional intensity, but exaggerating highly realistic characters can lead to a strange appearance. This belief was supported by a study using a questionnaire to measure how people perceive the same facial expressions on different levels of realism and with different levels of exaggeration. Moreover, it was found that the maximum emotional intensity that can be reached without a strange appearance appears to be roughly the same on all levels of realism. In the uncanny valley literature, it is usually assumed that perceived strangeness is primarily associated with a negative emotional response, such as fear and disgust. This thesis introduces a study where emotional reactions to facial images were studied using facial electromyography and a self-assessment questionnaire. It was found that the primary emotional reaction to strangeness was amusement, instead of negative emotions. This thesis provides insight into how blending and exaggeration can be used to create believable facial animation with expressions of various emotions on various intensities. Furthermore, this thesis advances the understanding of perception of facial expressions in general, as well as the uncanny valley phenomenon.; Kasvonilmeilla on suuri merkitys sosiaalisessa vuorovaikutuksessa. Teknologian mahdollistaessa yha realistisempien virtuaalisten ihmishahmojen luomisen niiden lasnaolo arjessamme voi lisaantya, ja virtuaalisen hahmon onnistumisen kannalta sen kasvonilmeiden uskottavuus on olennaisen tarkeaa. Tama vaitoskirja esittaa, etta…
The effectiveness of teaching speaking using hyponymy game an experimental research at the seventh grade of MTs Al-Islam Serang in 2018/2019 academic year”.

Miftahul Addlina Ayatillah, 2019, “The effectiveness of teaching speaking using hyponymy game an experimental research at the seventh grade of MTs Al-Islam Serang in 2018/2019 academic year”. (Undergraduate research paper, Department of English Education, Faculty of Education and Teacher Training, the state Islamic University “Sultan Maulana Hasanuddin Banten”). Adviser Dra. Hj. Fitri Hilmiyati, M. Ed. And As’ari, S.S., M.Si. This research investigates teaching speaking using Hyponymy Game at the first grade of MTs Al-Islam Serang. The aims of this research are: 1) to know the students’ speaking in Mts al-Islam Serang. 2) To know the impact of hyponymy game when it is applied in teaching speaking at the first grade students’ of MTs AlIslam Serang. 3) To know the effect of hyponymy game in teaching speaking at the first grade students’ of MTs Al-Islam Serang. The researcher used quasi experimental with two classes, called experiment class and control class. Experiment class was VII A, control class was VII B Both of class using pre-test and post-test technique. This research involves 50 students as sample among the first grade of MTs Al-Islam Serang as population. The data is gathered through observation and test. The use of observation is to describe teaching and learning using hyponymy game. The test are pre-test and post-test. The calculation of this research conducted through Microsoft excel. The research finding shows that 1) the result from this research is the smallest and highest score of students’ speaking using hyponymy game in the pre-test is smallest score was 32 and highest score was 70. The post-test, smallest score was 52 and the highest score was 93. 2) all of the score percentage of teaching and learning speaking using hyponymy game in the first meeting is 88,28%, high categories. Meanwhile, all of the score percentage of teaching and learning speaking using hyponymy game in the second meeting is 93,45%, high categories. 3) The effect of speaking using hyponymy game the result this research from t-test, formula with significance degree 5% and 1% test. The results of the data analysis showed that the value of the to is 43,6 and the value of the degree of significance 5% is 1,67 and 1% is 2,40. Because to is bigger than tt, so the researcher hypothesis (Ha), there is significance different between students speaking ability using hyponymy game method at the first grade in MTs Al-Islam Serang, is accepted. So, teaching speaking using hyponymy game more effective than without using hyponymy game. Key words: Experimental Research, Hyponymy Game, Speaking Skill,
THE IMPLEMENTATION OF MULTIPLE INTELLIGENCE ON THE INPUT, PROCESS, AND OUTPUT OF ENGLISH LEARNING

This research aims at: (1) describing the implementation of Multiple Intelligences on the input, process, and output of English Learning in the Kinesthetic Intelligence Class at SD Immersion Ponorogo, (2) identifying the difficulties in implementing Multiple Intelligences (3) finding out the solutions offered by teacher to overcome the difficulties. This research applied a case study method as one of qualitative research. The data were collected through non-participant observation, interview, and documentation. In analyzing the data, the researcher used interactive model of analysis data by Miles and Huberman. The findings of the research reveals that: (1) the implementation of Multiple Intelligences at SD Immersion covers three aspects; the first is the use of MIR to observe the students’ intelligence characteristic as a reference for the teacher to design the teaching process, the second is the process of teaching/learning which was designed based on the students’ characteristic of intelligences, the third is the process of evaluation and assessment which focused on the students’ performance during the learning activity, (2) the difficulties found on implementing Multiple Intelligences are the creativity of the teacher in designing the lesson plan, material, and media, the difficulty in controlling the kinesthetic students’ behavior, and the time management for the preparation and activities for the students,  and (3) the solutions offered by teacher to overcome the difficulties are the use of online resources as the reference to design the learning materials and media, and the use of guiding and assessment during the process of learning to control the students’ behavior.
Loading Data into Big Data Clusters

With our first SQL Server Big Data Cluster in place, we should have a look at how we can actually use it. Therefore, we will start by adding some data to it.
A conversation with CHCCS 2019 achievement award winner Carl Gutwin

A 2019 CHCCS Achievement Award from the Canadian Human Computer Communications Society is presented to Dr. Carl Gutwin for his many contributions to the field of humancomputer interaction (HCI) research. We especially note his impactful work on groupware such as inter-personal awareness and the mechanics of collaboration. His work spans the breadth of HCI from very technical systems papers, to inventing new interaction techniques, to exploring the application of social theory to technology design and to his extensive care and rigor in evaluative methods. CHCCS invites a publication by the award winner to be included in the proceedings, and this year we continue the tradition of an interview format rather than a formal paper. This permits a casual discussion of the research areas, insights, and contributions of the award winner. What follows are the edited responses from Carl Gutwin to questions posed by Sheelagh Carpendale that took place during March 2019.
New Top Technologies Every Librarian Needs to Know: A LITA Guide (2019)

"New Top Technologies Every Librarian Needs to Know: A LITA Guide (2019)." Journal of Electronic Resources Librarianship, 31(4), p. 285
SISTEM AKUNTANSI PENGGAJIAN DRIVER PADA PT. JAYA SEMPURNA DELAPAN DI SAMARINDA

The purpose of this study was conducted to find out how the payroll driver accounting system at PT. Jaya Sempurna Eight in Samarinda. In this research the method used is descriptive method. Data obtained through interviews, documentation, and literature study. The results of this study indicate that the payroll accounting system at PT. Jaya Sempurna Eight has been going well enough. related functions, documents used, accounting records used, and the network of payroll procedures in the company are quite good and in accordance with the theory so that the existing payroll system in the company can continue to run well and the company has also done the division of tasks and separation of functions in accordance with its parts. Thus minimizing the occurrence of fraud due to overlapping functions in the payroll system. It's just that in the personnel section in making a pull list (SP2) the personnel section driver still does it manually using book records so that in processing the pull list (SP2) it takes a long time and errors in the calculation of the amount of pull often occur causing errors in the calculation of wages. Therefore it is necessary to repair the system by using a computerized system in making a pull list (SP2) driver so it makes it easier for the personnel in making a pull list.
ATM Transaction Status Anomaly Detection Based on Unsupervised Learning

This paper uses information technology to monitor the data obtained by ATM equipment in real-time (three indicators of traffic volume, transaction success rate and transaction response time) and constructs an anomaly detection scheme for unsupervised learning (K-means clustering and SOM neural network). After that, the data in a day was simulated to consider the above schemes. Both schemes can make decisions quickly and have sound anomaly detection effects.
RethinkAI™: Designing the impact of AI in the Future of Work

The future of work is drastically changing due to the adoption of Artificial Intelligence (AI) into smart products and automated industry 4.0 processes. This requires the emergence of new design paradigms and educational approaches that develop our ability to navigate the ethical and social issues that AI brings. This research develops a new participatory method to address this gap in organisations. The paper focuses specifically on how to design the relationship of humans and AIs working together. It brings new ways on how to help organisations to explore this relationship, how to surface human and AI strengths and preferences on how these are combined when working together with AI. The research draws on how cultural differences affect AI development in the UK and Japan, to explore different ways of creating a coevolving, collaborative work relationship between humans and AI. The paper describes the design, development and evaluation of rethinkAI™, through a series of workshops, in the context of executive education with global engineering industries. RethinkAI™ was designed, tested and refined through a series of three workshops with business managers and evaluated in a final workshop with 24 multinational Chief Operating Officers (CFOs) in the engineering industry involved in the decisions of integrating AI into their products and processes. The paper analyses the results from its application and explores how this participatory method can be a valuable tool in surfacing the consequences of AI and robotics on work and designing collaborative ways for humans and AIs to work together. The analysis indicates that the use of human strengths and participatory design can help build up organisation’s ability in surfacing and mitigating social and ethical issues when designing AI into products and services. Designing the Relationship of humans and AI at work remains a significant topic of research and the work presented in this paper is a timely investigation and contribution to this topic.
PELATIHAN MATEMATIKA BAGI SISWA-SISWI KELAS 6 SEKOLAH DASAR DALAM PROGRAM SIAP UJIAN NASIONAL

This program is one of the community service programs carried out by groups of lecturers and student representatives of the mathematics education program at UNSIKA. This program is in the form of providing tutoring outside school hours to elementary school students in mathematics. Most students are of the view that mathematics is difficult, the scores obtained in the National Examination are still lacking. Based on these conditions, we will design a program to assist schools in providing tutoring for their students in facing the National Examination. The form of the program is in the form of providingtutoring for elementary school students, to facilitate student learning in facing the National Exam in the National Examination Ready program. For the implementation of this activity, the mathematics textbooks and modules that are designed for guidance and study must be prepared. The material to be applied is about mathematics material that has been summarized from first grade to sixth grade material. The structure of teaching materials for each topic begins with concepts, example questions, exercises, discussion and key answers. The textbook is ready to be used for the program.