Reviewerly/exHarmony huggingface dataset:
Nuevas sonoridades en la educación musical: Voces universitarias ante la pandemia COVID-19

This work presents an approach to the perceptions of students and teachers from an undergraduate music education community in the context of the COVID-19 pandemic. This exploratory study puts on the table of dialogue the understanding of the phenomenon from the own voice of its actors, to analyze the possibilities of transformation of an educational model based on closeness and personal contact that seemed not to be necessary to put in doubt. The results sketch a first real-time image of the reception of the Emerging Distance Education Program (PEED), that was implemented in a Mexican university, which will be available for further studies that can be read from the history of the present time.
Computational phase transitions: benchmarking Ising machines and quantum optimisers

Abstract While there are various approaches to benchmark physical processors, recent findings have focused on computational phase transitions. This is due to several factors. Importantly, the hardest instances appear to be well-concentrated in a narrow region, with a control parameter allowing uniform random distributions of problem instances with similar computational challenge. It has been established that one could observe a computational phase transition in a distribution produced from coherent Ising machine(s). In terms of quantum approximate optimisation, the ability for the quantum algorithm to function depends critically on the ratio of a problems constraint to variable ratio (called density ). The critical density dependence on performance resulted in what was called, reachability deficits . In this perspective we recall the background needed to understand how to apply computational phase transitions in various bench-marking tasks and we survey several such contemporary findings.
THE EFFECT OF LANGUAGE LEARNING STRATEGY AND TECHNOLOGY TOWARD STUDENTS’ WRITING SKILLS

This study aims to find relationship between students’ use of language learning strategies and technology to their writing performance. This study sought to find whether there is influence of students’ language learning strategies to their writing skill, students’ technology use to the writing skills, and combination of both to the writing skills. This study was quantitative research. The respondent were 459 high school students from six High schools. The students were 11 grade students in the first semester. The study employed Strategy Inventory Language Learning questionnaire, students’ technology use questionnaire, and a writing test to collect the quantitative data. The instruments were through experts to ensure the validity and reliability. The quantitative data were analyzed using SPSS to look for the regression value between variables. Findings suggest that both language learning strategies and students’ technology use significantly influence their writing performance. Moreover, language learning strategies as well as technology use, when analyzed separately, positively influence students’ writing performance. The findings confirm that including and promoting both language learning strategies and technology use could help student improve their performance in the classroom.
Types of Modality in News Item is Used in the Texts News in the Jakarta Post Newspaper

This research aimed to find out types of modality and to explain how the most dominant types of modality in news item is used in the texts news in The Jakarta Post newspaper. This research was conducted by using corpus analysis as the appropriate tool to analyze the online written text. The data were taken from the source of Jakarta Post newspaper which published online from the 1st August until 31th December 2019. The sources varied in four themes i.e. politic, education, sports and economic news. As a result, the researcher found 2 types of modality there are modalization and modulation. These types have 2 types of intermediacy on each, probability and usuality for modalization and obligation and inclination for modulation.
Membuat Game 3d Survival Horror “Suanggi Survival Papua” Berbasis Desktop Menggunakan Unity

Game is an activity that aims to have fun, light exercise, fill spare time, and sometimes used as a means of education. One of the most downloaded desktop games is a game made in Indonesia with the survival horror genre made with Unity. Unity is a user-friendly game engine that supports more than 25 platforms and provides many ready-to-use assets. The authors made a desktop-based 3d game with the survival horror genre made with Unity. The method used in this game's manufacture and design is the Multimedia Development Life Cycle, which has six stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. In making this game using Blender, Camtasia Studio, Adobe Photoshop, Unity, Inno Setup, and the C# programming language. The program function testing phase has been successful using the black box method, and from this research, a 3d game called "Suanggi Survival Papua" based on the desktop with single-player mode has been produced. Games with the survival horror genre combined with the local culture can add insight into the knowledge and train the players' concentration.
The Use of Input Words Vectorsto Detect Crowd Region in Images

Human crowd analysis has common utilizations from the urban engineering and traffic management to law enforcement.They all need a crowd for first being detected, and is the issue that has been dealt with in the present study.Considering an image, the algorithm that has been proposed in this paper performs a segmentation of that image to crowd and non-crowd areas.The fundamental concept is capturing two main characteristics of the crowd: (a) on a narrower scale, its main elements have to appear like humans (only weakly so, as a result of the low resolution, dressing variations, occlusion, and so on), whereas (b) on the wider scale, the crowd intrinsically includes elements of the redundant appearance.The proposed approach makes use of that through the utilization of underlying statistical framework which has been based on the quantized features of the SURF.The two previously mentioned characteristics of the crowds have been obtained through the resultant statistical model responses' feature vector, which describe the level of crowd-like appearances around the location of an image with the increase of the spatial level around it.
Is educational game effective in improving critical thinking skills?

This research is based on a needs analysis of interview result to the fifth-grade elementary school teachers in Kalasan District, Sleman Regency, Yogyakarta Special Region who stated that educational game media was needed to enrich the variety of instructional media and improve students' critical thinking skills. The purpose of this research and development is to produce an appropriate and effective educational game. This product development relies on Borg &amp; Gall model which includes ten steps: information gathering, planning, initial product development, limited field trials, product revisions, expanded field trials, product revisions, operational field trials, final product revisions, and dissemination and implementation. Product trials were conducted at SD Negeri Sorogenen 2, SD Negeri Tamanan 1, and SD Negeri Tunjungsari 2 in Kalasan District, Sleman Regency, Yogyakarta Special Region. Practicality test was carried out by implementing questionnaires concerning teachers’ and students’ response after the learning process. Effectiveness test during the field trials was conducted using pretest-posttest questions. The results showed that the developed educational game was suitable for use according to media experts with a score of 85.71 or in ‘Very Good’ category and material experts with a score of 67.50 or in the good category. Based on statistical tests, the educational game was proven to be effective in improving students’ critical thinking skills during the learning process.
E-Learning amid COVID-19 Pandemic: An Experience by medical students of Rawalpindi Medical University Pakistan

Objectives: To determine the effectiveness of e-learning and hurdles confronted to the undergraduate medical students of Rawalpindi Medical University in continuation of academics during COVID-19 pandemic.&#x0D; Subjects &amp; Methods: A survey was carried out during July 2020 to scrutinize the experience of 1041 medical students enrolled at Rawalpindi Medical University regarding their academic experience through Microsoft Teams. A self- structured questionnaire was digitally administered for this purpose to gather their responses about academic coverage, prior intimation about the lecture topic, opportunities for interaction with teachers, internet connectivity and various teaching methods employed by the teachers and recommendations for improvement. The data was analyzed by means of SPSS version 25.0. Percentages were computed for responses on all the variables.&#x0D; Results: Total 1041 medical students gave feedback regarding their e-learning through Microsoft Teams. Theoretical aspect coverage, prior intimation of topic to be covered and student-teacher interaction during online classes were satisfactory according to 68%, 85% and 61% of students respectively. About 70% respondents claimed frequent internet connectivity issues during e-learning while 63% found Microsoft Teams interface incompatible. Broad band internet connection at home was available to only 60.10% students. Most (25%) students wanted improvement in software for smooth execution of their e-learning.&#x0D; Conclusion: Although online learning proved as blessing in disguise amid COVID-19 pandemic but being new experience for both students and teachers some problems were faced that can easily be rectified.
LINE FOLLOWING ROBOT WITH HIGH RADIATION MATERIAL DETECTION CAPABILITY

Advancement in technology have led to a rapid development in the design and manufacturing of robots, enabling them to provide human capabilities without the inherent shortcoming associated with human capabilities; such as boredom, fear, inefficiency etc. A mobile robot that can sense and observe the line drawn on the floor is the Line Follower Robot. The direction is usually predefined and can be either visible on a white surface with a high contrast colour like a black line or invisible like a magnetic field. Hence, with its Infrared Ray (IR) sensors mounted under the robot, this sort of robot can feel the line. Then, the information is conveyed by specific transition buses to the processor. The processor will determine the right commands and then send them to the driver, and the line follower robot will then follow the direction. Therefore, this paper focuses on the design of a mobile line following robot for detecting the high radiation level of a sample farmland and display on a 7-segment display by the aid of sensors to navigate through grid. The mobile line following robot must move through the squares and detect the high radiation levels and at the end provides us with information on the number of squares and detected high radiation levels. The robot's area of operation is limited to six squares each of dimension 60cm×60 cm. Silver coloured square spots with dimensions of 5 cm by 5 cm made of foil paper are used to indicate a high radiation level
Rotating Objects Detection in Aerial Images via Attention Denoising and Angle Loss Refining

With the rapid development of deep learning technology, the problem of detecting objects has been widely studied. A lot of works have made tremendous success on both detection speed and accuracy. However, when detecting small objects, which have less pixels and are more susceptible to noise, the accuracy declines significantly, and this problem is rather serious in Aerial images because most Aerial images contain a lot of small and clustered targets. In this paper, we propose a novel two-stage detector which can not only improve the detection accuracy on small objects but also predict the oriented bounding boxes of them rather than the horizontal ones. Our detection framework can be described as follow: (1) firstly, a basic feature pyramid network is used to generate multi-level feature maps of input images; (2) secondly, Instead of manually designing anchors, we propose a Multi-scale K-means anchor Generator (MKG) to dynamically generate anchors for feature pyramid, which can solve the problem of imbalance distribution of positive anchors; (3) finally, an Attention Denoise Predictor (ADP) and Refine Angle Loss (RAL) are induced to precisely make the rotating bounding boxes predictions. Experiments on the remote sensing public dataset DOTA show the state-of-art performance of our detection framework.
Fire Extinguisher Wheel Robot Based on Arduino Mega 2560 R3 with Android Smartphone Control

The development of technology in the smartphone sector is currently developing very rapidly which results in smartphones becoming one of the primary needs. Judging from the ability of a smartphone that is able to run various applications, one of which is to use it as a control tool. Through this research, a fire extinguisher wheeled robot prototype will be built with the control of an Android smartphone based on the Arduino Mega 2560 via Bluetooth wireless communication. The results showed that the robot can function properly controlled via an Android smartphone with a maximum distance of 10 meters, the robot is able to respond and extinguish the fire with a maximum range of 60 cm, and the robot is able to know the distance of the barrier around it (in cm) with an accuracy of up to 97%. To extinguish the fire the robot can move with an average speed of movement of the robot of 22.2 seconds per extinguishing phase.
Visitor Journey Application Development for Omni-Channels

The primary purpose of conducting this research is to determine how campus journey application development is progressing. As a result, this research proposes a conceptual model for visitor journey application development. The study included 100 top ranking educational institutes and additionally included Finnish and Estonian universities. 39 virtual campus tour applications and 36 visitor journey applications are benchmarked in total for this study. Provides an example of visitor journey mapping with features, complexities, and best practices that are influential for improving visitor experience during visitor journey application development.
Pemanfaatan Sistem Informasi Pendidik dan Tenaga Kependidikan (SIMPATIKA) Sebagai Dasar Pengambilan Keputusan dan kebijakan di Kementerian Agama

This research will discuss SIMPATIKA as a basis for decision making and policies in the Ministry of Religion Yogyakarta. SIMPATIKA has a role in supporting all government needs in capturing PTK data, as in the Education and Madrasah Sector (DIKMAD) Regional Office of the Ministry of Religion DIY maximally utilizes SIMPATIKA data as a means of decision making. This research is descriptive qualitative research. This study's population was the head of the field, the head of the Kasi, the staff/operator of SIMPATIKA Kanwil, 3 SIMPATIKA operators of the institution. Sampling is based on 3M's criteria of knowing, understanding, and experiencing by using data collection techniques, namely observation, interviews, and documentation. The results showed that: 1. SIMPATIKA data management in the DIKMAD area of DIY Ministry of Religion's regional office was by the central SIMPATIKA operator's procedures. Judging from how SIMPATIKA management starts from the format, data collection, and data presentation, SIMPATIKA can be used to make accurate decision-making. 2. Decision making related to Educators and Education Personnel in the DIKMAD sector is currently firm and committed to following the established system regulations because the basis for decision making is based on SIMPATIKA data analysis. 3. SIMPATIKA's strengths include: (a) Real-Time Online Transaction (2) Rule by System (3) Self-Service Technology And Paperless, while the weakness is that the Ministry of Religion does not have a SIMPATIKA patent, this is an obstacle for the Ministry of Religion in its development.
Character Segmentation in Asian Collector's Seal Imprints: An Attempt to Retrieval Based on Ancient Character Typeface

Collector's seals provide important clues about the ownership of a book. They contain much information pertaining to the essential elements of ancient materials and also show the details of possession, its relation to the book, the identity of the collectors and their social status and wealth, amongst others. Asian collectors have typically used artistic ancient characters rather than modern ones to make their seals. In addition to the owner's name, several other words are used to express more profound meanings. A system that automatically recognizes these characters can help enthusiasts and professionals better understand the background information of these seals. However, there is a lack of training data and labelled images, as samples of some seals are scarce and most of them are degraded images. It is necessary to find new ways to make full use of such scarce data. While these data are available online, they do not contain information on the characters' position. The goal of this research is to assist in obtaining more labelled data through user interaction and provide retrieval tools that use only standard character typefaces extracted from font files. In this paper, a character segmentation method is proposed to predict the candidate characters' area without any labelled training data that contain character coordinate information. A retrieval-based recognition system that focuses on a single character is also proposed to support seal retrieval and matching. The experimental results demonstrate that the proposed character segmentation method performs well on Asian collector's seals, with 85% of the test data being correctly segmented.
An Evolutionary Algorithm for Short Addition Chains

The encryption efficiency of the Rivest-Shamir-Adleman cryptosystem is based on decreasing the number of multiplications in the modular exponentiation (ME) operation.An addition chain (AC) is one of the strategies used to reduce the time consumed by ME through generating a shortest/short chain.Due to the non-polynomial time required for generating a shortest AC, several algorithms have been proposed to find a short AC in a faster time.In this paper, we use the evolutionary algorithm (EA) to find a short AC for a natural number.We discuss and present the role of every component of the EA, including the population, mutation operator, and survivor selection.Then we study, practically, the effectiveness of the proposed method in terms of the length of chain it generates by comparing it with three kinds of algorithms: (1) exact, (2) nonexact deterministic, and (3) non-exact non-deterministic.The experiment is conducted on all natural numbers that have 10, 11, 12, 13, and 14 bits.The results demonstrate that the proposed algorithm has good performance compared to the other three types of algorithms.
In Search of Commonly Used Language Learning Strategies by EFL students

Language learning strategy is one of the factors that can contribute to the success in learning a foreign language including for Indonesian students. The purpose of this current study was to examine the learning strategies of English as foreign language students in one state university in Jambi Province. This current study used a survey approach to deal with the issue of the learning strategies of English as foreign language students. Data were collected through using the Language Learning Strategy Questionnaire (LLSQ). The participants of this study consisted of 129 students. Overall, the findings revealed that cognitive and meta-cognitive strategies were most commonly used by students in speaking, reading, and writing skills. However, cognitive and social strategies were the most frequently used by students for listening skill. Suggestions and future studies are also discussed.
Caching in ILNP, Identifier Locator Communication Cache (ILCC) Implementation using Three-Way Handshake

Identifier Locator Network Protocol (ILNP) is one of the prominent solutions to enhance Internet architecture and overrun current challenges.It is a Host-based Identifier/ Locator Split Architecture scheme that operates based on address rewriting.In order to perform address rewriting, each ILNP host uses a network layer logical cache to store state information related to the communicated hosts called Identifier Locator Communication Cache (ILCC).As ILCC plays a fundamental role in every ILNP packet transmission and reception, it must adopt an effective policy to ensure high network stack performance.In this paper, we discuss ILNP caching and its role in performing ILNP operations.As ILNP caching operate at the network layer, we survey the gain from this caching with different transport layer protocols scenarios.After that, we propose a novel approach to implement ILNP caching policy using three-way handshake mechanism between communicated peers.The proposed approach is evaluated after being implemented in Linux OS kernel, and its performance is compared with other implementation.The obtained results show that our policy keeps network stack execution time at average values and enhances host immunity against denial of service attacks that may target network layer sessions.
Impact of Globalisation on Data Security – Authentication Issues

Research background: In today’s globalised world, there is an increasing need for reliable verification of users’ identity accessing various types of information systems. This verification is realised through authentication, which is traditionally divided according to the kind of identification mark that is used: knowledge authentication (e.g., passwords, control questions), authentication through an authentication object (e.g., magnetic cards, smart cards) and biometric authentication (e.g., voice, face recognition). However, it should be noted that this identity may not only be the specific identity of the user but also, for example, his group affiliation or ability. Purpose of the article: This paper aims to identify and describe the impact of globalisation on selected types of authentication. Methods: As the representative of the current methods of authentication of persons are selected a password authentication and hand-based biometric authentication. The most often used methods of password attacks are simulated through mathematical modelling, and the results are compared concerning the timeline. Through modelling, multi characteristics authentication using the thermal characteristics of the hand will be presented. Findings &amp; Value added: Through mathematical modelling, the article demonstrates the influence of globalisation on the resilience of passwords to the most commonly used attacks and discusses the impact of globalisation on the requirements for modern forms of authentication.
The Application of Soundscape in Environmental Art

Sight, hearing, smell, touch and taste are the main factors that constitute people's feelings in environmental art design, but auditory elements are often ignored by designers.Auditory elements are just like cooking wine, which is not the main body of a dish, but can enhance the overall flavor of the dish when used properly.Through the review of ancient and modern environmental art in the representative soundscape application case, this article studies the soundscape in the role of environmental art design.The value of studying the application of soundscape in environmental design is not reflected in a specific project design, but helps to improve the overall quality of human living environment.