Reviewerly/exHarmony huggingface dataset:
DESIGNING ENGLISH VOCABULARY BOOKLET FOR MOTORCYCLE ENGINEERING DEPARTMENT OF VOCATIONAL HIGH SCHOOL

In Vocational High School, the students mostly learn vocabulary from a general course book. However, the entire vocabulary that they learn is not related with the vocabulary that they will use in their future work field. The research aimed to find out the target needs, to describe the learning needs, and to develop an appropriate English vocabulary booklet for the students of the Motorcycle Engineering Study Program of SMK KH.Ghalib Pringsewu. The research is categorized as Research and Development (R&amp;D) research design. A need analysis questionnaire is distributed to the students. Based on the result, 80% of the students need support for their future job including the need for learning English vocabulary to access the information correlates with their work. Meanwhile, 70% of students having lacks or difficulties in learning English materials such as in memorizing, expressing sentences, and reading the text because they do not understand the meaning of the word. Moreover, 76% of students want to learn English appropriate with their major equipped with media like a worksheet, used LCD, and the pictures with its meaning. The product designed consists of three small unit in the form of booklet including materials and exercises. After the writer draft of the materials was developed; the materials were then evaluated by experts’ judgment. Based on materials evaluation the main score of all aspects of developed materials was 3.35 which is categorized as “Very Good”.
LETSCHAT - A Dynamic Web Application

Use of social media increasing day by day in 21st century social media plays key role for this generation every are aware of this social media . not even young guys but old peoples also enjoying social media .Day by day new type of social media app are launching there are lots of social media apps . most used apps are facebook , Instagram , twitter etc. By taking idea from this we also developing a web application “ letschat” this application is for peoples of particular institution peoples those are in same institution having particular institution mail id only these person are able to create and use this application. The project “LETSCHAT ”is a web based application. This project is based on angular 8. This software is for Galogotias university student. For creating account Students can use galgotias university mail id only no other mail id will work to create account in this application. Through this application students can interact with each students. Students also can share post with each other. In this we are going to use angular 8 concept.
Pelatihan uji kegunaan website menggunakan System Usability Scale (SUS)

System Usability Scale (SUS) is a usability testing technique for a simple system using a Likert scale. Testing and usability analysis assess user satisfaction with the system or web. So, the purpose of this service activity is to train website usability testing with SUS, using the Dukcapil website as a test object. Dukcapil's website will be analyzed for its usability level as a real case for direct practice. In SUS, ten statements are used as parameters in assessing the usability of a website. This activity was attended by 20 people, including Bina Darma University students, vocational students, and IT staff from the Dukcapil Palembang City. The usability analysis of this website aims to assess how well user interaction with the website is going. Then, the results of this assessment and study produce an input as a reference for website development to be more optimal in the future. In testing the usefulness of the Dukcapil website in this PKM activity, it can be seen that the SUS score is at a score of 56.125, with the category Acceptable. Therefore, it shows that the Dukcapil website is ranked F, with a "Good" rating category. The training results show that the Dukcapil website is still very rarely accessed by users. Because it provides information lacking in updates, the features used are still in the beta version (still in the testing phase). Users or participants still do not understand how to use it. In addition, this activity provides participants with an understanding of the website usability test using the SUS model.
Applied Social and Communication Aspects of the Media Literacy Development in Future Specialists

The article examines the problems of applied social and communication aspects of the media literacy development in future teachers. The research involved such methods as sociological analysis, the reproductive method, the pedagogical experiment, testing, survey, as well as the method of dialectical research. The results of testing and surveying students showed the need to improve the applied social and communication aspects of the media literacy development in future specialists. The main ways to improve the media literacy development in future teachers were identified based on the results of testing and surveying students, namely: create special learning environments, involve students in project activities, organize student interactions with all participants in the learning process, etc. In the future, compliance with such recommendations will expand the dialogue needed between teachers and students, and increase awareness of future professionals features and skills of media literacy. As a result, it will allow future professionals to become aware of their responsibilities and obligations to society. In the future, compliance with such recommendations will expand the necessary dialogue between teachers and students, and increase future specialists’ awareness of the features and skills of media literacy. As a result, it will allow future specialists to become aware of their responsibilities and obligations to society.
The Curriculum Reform Strategy of Building Materials in Higher Vocational Colleges Under the Background of “Three Educations” Reform

With the deepening of the “three educations” reform, it has been emphasized that higher vocational colleges should strengthen the improvement of talent training strategies, improve the school-running quality, and explore from three aspects (teachers, teaching materials, and teaching methods) to improve the teaching efficiency and quality. Taking the teaching contents of Building Materials in higher vocational colleges as the research idea, this paper analyzes the current situation of the curriculum reform under the background of “three educations” reform and explores the corresponding reform strategies.
PEMANFAATAN GOOGLE CLASSROOM PADA PEMBELAJARAN DARING TINGKAT SEKOLAH DASAR DIMASA PANDEMI COVID-19

This research was structured to determine the benefits of technology in learning activities at the elementary school level during the covid-19 pandemic. By using the research method of literature study. The subject or respondent is from the articles that the author uses. In collecting information or data, namely the documentation technique, namely looking for data relating to relevant matters from books, journals, documents. The data analysis technique used by the author is to collect library data, record, process the data. The results of this study are by utilizing the google classroom application, online learning at the elementary school level can be carried out well. This is supported by the features available in the google classroom application, especially the due date feature which can minimize student delays in collecting assignments that the teacher gives.
Google Trends and it common applications

The following work will look at Google’s tool Google Trends. Information in this era plays an important role in almost all areas of our life. Large corporations are thriving to get more data from around the world and make a profit from it. There are many tools that collect and store huge amounts of information. Some are free and some are not. Google Trends is a Google tool that the average user can freely use. It is a great tool for visualizing search trends in real time.
Chatbot Application with Scene Graph in Thai Language

The scene graph is used to represent the semantics of images or visual understanding. It has been used frequently for image retrieval and image generation tasks. We develop a scene graph generator tool from a single image. This tool creates a scene graph representing Thai language. The main methodology contains three steps: image captioning, scene graph parser, and machine translation. We propose an application of chatbot demonstrating the use of the generated scene graph data. The application is developed using Dialogflow. The response is in a JSON form which can be applied further. The image is submitted and the scene graph is generated. Then, the sentence is translated into Thai and by using PyThaiNLP library, the parts of sentences are changed into Thai language. We also show the metric values of the machine translator and caption generator. For the translator model, we use BLEU, GLEU, WER, and TER scores.
Relation-Aware Graph Transformer for SQL-to-Text Generation

Generating natural language descriptions for structured representation (e.g., a graph) is an important yet challenging task. In this work, we focus on SQL-to-text, a task that maps a SQL query into the corresponding natural language question. Previous work represents SQL as a sparse graph and utilizes a graph-to-sequence model to generate questions, where each node can only communicate with k-hop nodes. Such a model will degenerate when adapted to more complex SQL queries due to the inability to capture long-term and the lack of SQL-specific relations. To tackle this problem, we propose a relation-aware graph transformer (RGT) to consider both the SQL structure and various relations simultaneously. Specifically, an abstract SQL syntax tree is constructed for each SQL to provide the underlying relations. We also customized self-attention and cross-attention strategies to encode the relations in the SQL tree. Experiments on benchmarks WikiSQL and Spider demonstrate that our approach yields improvements over strong baselines.
Benchmarking Meta-embeddings: What Works and What Does Not

In the last few years, several methods have been proposed to build meta-embeddings.The general aim was to obtain new representations integrating complementary knowledge from different source pre-trained embeddings thereby improving their overall quality.However, previous meta-embeddings have been evaluated using a variety of methods and datasets, which makes it difficult to draw meaningful conclusions regarding the merits of each approach.In this paper we propose a unified common framework, including both intrinsic and extrinsic tasks, for a fair and objective meta-embeddings evaluation.Furthermore, we present a new method to generate meta-embeddings, outperforming previous work on a large number of intrinsic evaluation benchmarks.Our evaluation framework also allows us to conclude that previous extrinsic evaluations of meta-embeddings have been overestimated.
ENGLISH TRAINING USING MACROMEDIA FLASH IN ENGLISH LEARNING FOR PAUD TEACHERS IN SENGKANG

Learning English and introducing technology to children at a young age is becoming increasingly important in order to meet the demands of an era in which everything is now done in English and is based on technology. To do this, people resources are required who are fluent in two languages: English and technology, both of which are currently unavailable. This is due to a lack of understanding and mastery of technology-based English, which is one of them. The Community Service team of IAI As'adiyah held activities with practical methods related learning English based on macromedia flash based on the previous Community Service program carried out by FTK IAI As'adiyah Sengkang academics, which included training on the use of word and excel. It is envisaged that as a result of this project, PAUD teachers in the Sengkang City area will have more abilities and knowledge in technology-based English education, particularly employing macromedia flash.
Immersive Virtual Reality Education Application – Four Development Iterations along Design Science Research Methodology

This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multipleiterations.Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this.In addition, 360 photos and videos were found to be easy and costefficient ways to increase personalization of VR applications.The results also suggest complementary and parallel use of online courses and VR applications in order to enable scalability.We also found positive learning experiences, interactions, and teacher image to be achieved with VR especially among small tech-savvy group of students.However, personalized learning paths and positive learning results are the preconditions for upbeat learning experiences.
The Application of ‘Tea Party’ Cooperative Learning Model in <i>Nichijo Hyogen</i> Online Course

The tea party type of cooperative learning model aims to stimulate the activities of students in learning.This study aims to describe the application of the 'tea party' cooperative learning model in the Nichijo Hyougen course and to find out students' responses to it.The subjects in this study were 48 students.The data obtained from the study are the results of observations, questionnaires, and interviews.Based on the results, the learning flow in applying the 'tea party' cooperative learning model is divided into three stages: introduction, core activity, evaluation, and closing.After the model was applied, students felt they could foster competition in learning, as indicated by 86% in the result, and 87% of students agreed that learning with the 'tea party' learning model could help improve learning abilities combined with blended learning.
Language Resource Efficient Learning for Captioning

Due to complex cognitive and inferential efforts involved in the manual generation of one caption per image/video input, the human annotation resources are very limited for captioning tasks.We define language resource efficient as reaching the same performance with fewer annotated captions per input.We first study the performance degradation of caption models in different language resource settings.Our analysis of caption models with SC loss shows that the performance degradation is caused by the increasingly noisy estimation of reward and baseline with fewer language resources.To mitigate this issue, we propose to reduce the variance of noise in the baseline by generalizing the single pairwise comparison in SC loss and using multiple generalized pairwise comparisons.The generalized pairwise comparison (GPC) measures the difference between the evaluation scores of two captions with respect to an input.Empirically, we show that the model trained with the proposed GPC loss is efficient on language resource and achieves similar performance with the state-of-the-art models on MSCOCO by using only half of the language resources.Furthermore, our model significantly outperforms the state-of-the-art models on a video caption dataset that has only one labeled caption per input in the training set.
MINING OF HIGH-UTILITY ITEMSETS WITH NEGATIVE UTILITY

The goal of the high-utility itemset mining task is to discover combinations of items that yield high profits from transactional databases. HUIM is a useful tool for retail stores to analyze customer behaviors. However, in the real world, items are found with both positive and negative utility values. To address this issue, we propose an algorithm named Modified Efficient High‐utility Itemsets mining with Negative utility (MEHIN) to find all HUIs with negative utility. This algorithm is an improved version of the EHIN algorithm. MEHIN utilizes 2 new upper bounds for pruning, named revised subtree and revised local utility. To reduce dataset scans, the proposed algorithm uses transaction merging and dataset projection techniques. An array‐based utility‐counting technique is also utilized to calculate upper‐bound efficiently. The MEHIN employs a novel structure called P-set to reduce the number of transaction scans and to speed up the mining process. Experimental results show that the proposed algorithms considerably outperform the state-of-the-art HUI-mining algorithms on negative utility in retail databases in terms of runtime.
Sustainable development of antarctic krill environmental resources based on system dynamics

Abstract Antarctic krill mainly inhabit the Antarctic Ocean, not far from Antarctica, especially the Weddell Sea, where krill is dense. Marine fisheries have reached new levels, but the topic of sustainable use of marine fishery resources is far from reaching the required levels. In order to study the sustainable development of the Antarctic krill environment, this paper studies the living environment and applicability of Antarctic krill based on system dynamics, and provides some references for the sustainable development of marine resources. Mentioned the use of case analysis method, literature analysis method and other methods to collect data, build a Model, and read and analyse a large number of related literatures through the literature survey method. The experimental results proved that the salinity has a significant effect on the survival rate of Antarctic krill ( p &lt; 0.05). When the salinity is 34, the molting frequency reaches its maximum value, which is 70 %. It is concluded that the ability of Antarctic krill to adapt to gradual changes in salinity is stronger than that of sudden changes in salinity, and the suitable salinity for survival is 30-42. With 34 as the basic salinity, when the salinity rises within a certain range, the molting rate of krill will increase, and as the salinity decreases, the molting rate will gradually decrease. This shows that improving the environmental resources of Antarctic krill is an effective method for improving salinity.
Study of Haar-AdaBoost (VJ) and HOG-AdaBoost (PoseInv) Detectors for People Detection

Object detection in general and pedestrians in particular in images and videos is a very popular research topic within the computer vision community; it is an issue that is currently at the heart of much research.The detection of people is a particularly difficult subject because of the great variability of appearances and the situations in which a person may find themselves (a person is not a rigid object; it is articulate and unpredictable; its shape changes during its movement).The situations in which a person may find themselves are very varied: They are alone, near a group of people or in a crowd, obscured by an object.In addition, the characteristics vary from one person to another (color of the skin, hair, clothes, etc.), the background simple, clear or complex, the lighting or weather conditions, the shadow caused by different light sources, etc. greatly complicate the problem.In this article, we will present a comparative study of the performance of the two detectors Haar-AdaBoost and HOG-AdaBoost in detecting people in the INRIA images database of persons.An evaluation of the experiments will be presented after making certain modifications to the detection parameters.
Palm oil extraction rate prediction based on the fruit ripeness levels using C4.5 algorithm

Oil palm plantations are one of the main keys in supporting Indonesia’s economic growth. The rising consumption needs for palm oil products make it necessary to carry out data mining activities to increase CPO production. The maturity factor of palm fruit dramatically affects the quality of the oil extraction content (CPO yield) produced. This study aims to investigate the effect of fruit ripeness on the yield of CPO by using a data mining classification method with a decision tree. The algorithm used to generate decision tree classification is the C4.5 algorithm. The implementation of the C4.5 algorithm in the study was carried out using the Rapid Miner Studio 5.2 tools. The results shows that the yield of CPO is influenced by the attributes of the condition of the long and ripe fruit, the condition of the long and overripe fruit, the normal condition of the fruit and the age of 3-6 years and the condition of the fruit of normal and age of 7-10 years. Decision tree C4.5 algorithm generates 8 rules with 4 rules showing a high production value, which means that the four rules affect the yield of CPO.
Post-Symbolic Images in Platform Capitalism

Platform capitalism brings several processes to completion that were already apparent during post-industrial capitalism. One of these involves images and their gradual loss of a symbolic dimension. The mechanisms that platforms employ to direct the production of media content reduce images to objects of immediate use and consumption. Consequently, images fail to synthetise the multiplicity of the social reality: instead of inscribing it within a horizon of meaning, they simply reflect it. This article reconstructs the “de-symbolising” process of images during the various phases of capitalism and explains why a post-symbolic aesthetics should also be viewed as “impolitical”. If the political is indeed symbolic, since the giving of meaning and direction to society (a political task par excellence) also takes place through the construction of symbolic systems, the post-symbolic aesthetic is instead imposed by platforms for purely economic reasons.
FORMATION OF PROFESSIONAL COMPETENCE OF A TOURISM MANAGER

The article presents the results of a study conducted on the basis of the INCD "Udmurt State University" in the "Tourism" course. The purpose of this research was to study key general and professional competencies presented in the Federal State Educational Standard SPO 43.02.10 in the "Tourism" course. The research is based on the Tuning methodology, which orients educational organizations to coordinate the results of education with three target groups: representatives of the academic community (teachers), the professional community (employers) and graduate students. Social partnership allows you to take into account the specifics of the regional labor market and the demands of employers, which is a regulatory requirement of the Federal State Educational Standard. The main research method is online survey. On the results of the online survey, the authors carry out the analysis of the severity of indicators of the importance of competencies for the professional activity of a graduate on a 4-point scale; competencies are ranked according to the degree of importance for each target group. In general, the graduate's competencies in the Federal State Educational Standard SPO 43.02.10 are highly appreciated by representatives of all target groups. Average assessment of the importance of general competencies - 3.33 points; professional competencies - 3.22 points. The opinions of representatives of the academic and professional communities are more consistent, their assessments of the composition of the GEF competencies are higher than those of students. The study also showed that certain competencies are either overestimated or underestimated by groups of respondents.