Reviewerly/exHarmony huggingface dataset:
PENGARUH PEMBELAJARAN KOOPERATIF MODEL TEAM GAME TOURNAMENT (TGT) TERHADAP MOTIVASI BELAJAR PAK SISWA KELAS XI SMA SWASTA HKBP 1 TARUTUNG TAHUN PEMBELAJARAN 2019/2020

This study aims to determine how much influence the TGT Model Cooperative Learning Against PAK Learning Motivation of Class XI Students in HKBP 1 Tarutung Private High School Year 2019/2020, with the hypothesis that there is a positive and significant effect of the TGT Model Cooperative Learning Against PAK Student Motivation in Class XI HKBP 1 Tarutung Private High School 2019/2020 Academic Year. This study uses a descriptive quantitative method approach, with a population of all students in class XI of HKBP 1 Tarutung Private High School, with a total of 150 people with a sample of 48 people. Data were collected with 45 questionnaire items compiled by the author based on variable indicators according to expert theory. The questionnaire test was conducted on 30 students outside the study sample, and its validity and reliability were tested. The results of the data analysis showed that there was a positive and significant effect between the TGT Model Cooperative Learning Against PAK Learning Motivation for Class XI Students in the HKBP 1 Tarutung Private High School in 2019/2020 with a coefficient of determination R2 = 32.3% and a significant test of influence was obtained by Fhitun Ftable of 53.35 4.08, meaning that H0 is rejected and Ha is accepted. This study suggests that for good student motivation in classroom learning, the TGT Model Cooperative Learning is well implemented.Keywords: Cooperative Learning Model Team Game Tournament, (TGT) Student Learning Motivation
Student as a subject of designing individual educational results in the process of additional education.

The article is devoted to the problem of the formation of students' readiness to master a new level of subjectivity for them, at which they are actively involved in the design of their individual educational results. The purpose of the article is to describe this level of subjectivity of a student, characterized by his readiness to design individual edu-cational results in the process of additional education. The prerequisites for the emer-gence of this problem in the field of modern research are characterized. The existing manifestations and levels of subjectivity of students in the educational process are de-scribed. It is shown that they are insufficient for the student to become the subject of designing individual educational results. The concept of a student's readiness for this type of educational activity is revealed, its motivational-target, content and regulatory-evaluative components are characterized. The general conclusion is made that the stu-dent's readiness to design individual educational results in the modern situation of education development is the object of social and pedagogical design.
Software Usability Measurement Inventory for Student Information Academic System at Politeknik Negeri Media Kreatif

Academic information system is a system that is urgently needed by universities to manage academic business processes. State Polytechnic of Creative Media implements SIAM as Student Information Academic System. SIAM being developed has the advantage of being able to convey more detailed information. In addition, SIAM has implemented the SSO (Single Sign On) system where this technology is in great demand, especially in very large and heterogeneous networks. In this research Software Usability Measurement Inventory (SUMI) methods used to conduct usability test. SUMI is a rigorously tested and proven method of measuring software quality from the end user's point of view. The analysis results from SUMI will be used to improve the development of the academic system life cycle.
Implementasi Virtual Private Network Pada Jaringan Multi Protocol Label Switching Traffic Engineering

Along with the development of telecommunications technology, we need a network that provides traffic services to send data to distant places quickly but does not forget about security, some solutions are the Multi Protocol Label Switching method, Virtual Private Network, and Traffic Engineering. MPLS VPN TE is a combination of several methods that can be used for this problem. In this research, simulation is carried out using GNS3 software and the results of the analysis are carried out using a Wireshark software. This scenario uses the measurement load using FTP and HTTP. The measurement parameters of QoS are transfer time, throughput, delay, and packet loss ratio. The measurement results show that QoS value for transfer time of 25 MB file is 16.94s, and transfer time for HTTP is 4.2 s. The Throughput of 25 MB file is 1.606MB/s, and throughput for HTTP is 5.6 MB/s. The Delay of 25MB file is 1.22 ms, and delay HTTP is 105.37 ms
LibGuides: There's a Library App for That! : Apps for Library Services

You can do library work (and fun) from your phone! Here are recommendations and instructions on how to access resources and media through the Funderburg Library.
PERCEPTIVE AND COGNITIVE CONTEXTS OF VISUAL MANIPULATION IN MEDIA

Visual media content as an environment for the functioning of distorted meanings and destructive images were studied. It was found that their effectiveness depends on the characteristics of the recipient's interaction with visual media manipulations at the perceptual and cognitive levels. It was analyzed how the influence of emotionally saturated messages on visual perception consolidates irrational reactions of recipients. Modern media use visualization to shift the emphasis from fact to subjective view in a message, which blocks the filters of audience critical thinking. In a rich information environment the media uses various formats of visual fakes as triggers that motivate users to spread destructive messages on social networks. Among the various forms of photo manipulation at different stages of their preparation, there are stage photos, retouching and editing, photo fakes, etc. To recognize most of them requires a professional view, detailed context analysis, the use of tools for verification. Users bypass the described procedures and are exposed to emotional reactions that diminish the significance of the fact. The most dangerous type of visual manipulation is deepfake-video – content created on the basis of artificial intelligence technology. These videos resonate because of the plausibility of virtual images and the availability of software for non-specialists. Dissemination of such audiovisual messages with a destructive purpose influences the adoption of unreasonable decisions by the representatives of the target audience. Facial substitution technology exacerbates the problems of discrimination, cybercrime, online privacy, and therefore requires meticulous attention of users to sensational and compromising content that appeals to instant emotional reactions. It was analyzed that the mechanisms and consequences of the impact of manipulative visual media content on human reactions, thinking and behavior can be prevented by consolidating government and user resources.
Pengembangan Modul Pengukuran Berbasis Contextual Teaching And Learning (CTL) Untuk Kelas IV Sekolah Dasar

Teaching materials at Sumbersuko Elementary School 1 in the 2013 curriculum were felt to be lacking in developing concepts. The purpose of this study is to develop a measurement module based on Contextual Teaching and Learning (CTL) for Class IV Elementary Schools that is valid, effective and practical. This research is a type of development research that uses a 4D development model from Thiagarajan. This model consists of four stages, namely: define (defining), design (design), development (development), and disseminate (distribution) stages which are tested on 10 fourth grade students of elementary school. The data instrument of this study uses quantitative data obtained through questionnaires to determine the validity, practicality and effectiveness of modules and qualitative data obtained through criticism and suggestions. The results of the study with the criteria: a) Eligible with the acquisition of percentages of 90.20% and 81.76%; b) Practical with the percentage of 91.54% and 94.27%; c) Effective with the acquisition of an average value of 85.9. Based on the results of these studies, the measurement module based on Contextual Teaching and Learning (CTL) can be used in learning because it has met the criteria of being feasible, practical and effective. With the measurement module based on Contextual Teaching and Learning (CTL), it can be useful in facilitating students to learn mathematics independently, fun and can be used as a reference for teachers in developing teaching materials using other learning models.
Study of the Reconciliation Mechanism of NewHope.

The latest advances in quantum computing forced the NIST to launch an initiative for selecting quantum-resistant cryptographic algorithms. One of the best-known proposals is NewHope, an algorithm that was initially designed as a key-exchange algorithm. In its original design, NewHope presented a reconciliation mechanism that is complex and represents an entry barrier for potential implementers. This contribution presents equivalent schemes in one, two, and three dimensions, which allow anyone to make the transition to the four-dimension NewHope algorithm easier to undertake.
Extended Reality technologies for industrial innovation

This paper presents an overview on immersive technologies in relation to their potential for industrial innovation. In particular, Extended Reality (XR) is proposed by describing the most common solutions and innovative methods to overcome inherent problems of these technologies. Virtual &amp; Augmented Reality (VR &amp; AR ) are presented respect their potential for uses such as innovative human-machine interfaces, remote maintenance, remote commissioning, 3D rendering, virtual factory, virtual assembly and training. The paper analyze the strong contribution that Immersive Technologies are bringing in multiple sectors including Industries and the future trends aiming to further increase usability of these technologies such as it is happening in overcoming spatial constraints.
Test Code Comprehension: Insights from an Eye Tracker

Software maintenance is an essential and time-consuming task during the software development cycle. Readability of test code is a crucial element for performing programming tasks, such as testing, bug fixing and maintaining code. Hence poorly written tests are difficult to maintain and lose their value to developers. In order to overcome this problem, we need to understand how programmers read the test code. Therefore we conducted an empirical study to analyze the various reading patterns in novices and professionals using a sophisticated eye tracking device. Our results show that (i) all programmers first comprehended the production code and then switched between test and production codes, (ii) novices had higher fixations reading test code and assert statements, (iii) professionals revisited the test code more than novices, (iv) professionals had significantly lesser test code coverage than novices, and (v) there is a significant difference in reading test code between novice and professionals.
Introduction to React Native

After we have assembled our application with React, it would be a good time to get familiar with React Native. In this chapter, we will set up general environments for iOS and Android mobile platforms and talk about different simulation and testing options. Moreover, we will get a feel of React Native and see how JavaScript code interacts with native mobile elements. Finally, we will prepare a core structure for our mobile app.
Combined Robust Algorithm for Image Retrieval for Minority Inheritance

There is huge requirement for image retrieval technique which can retrieve similar image from available database. This algorithm comes under computer vision task. In this proposed method we used combination of 2 different techniques to get robust results and improvement in accuracy. The retrieval of people images that comes under minority is an important task for government and private organization as it is a difficult task if we do it manually. In this combination we used color image histogram and with it we used edge orientation histogram. The first step of the project is divide image into sub-blocks. The final feature vector obtained is combination of both features provided by the 2 techniques. The feature vector obtained for query image is compared with available database feature vectors with the help of Canberra Distance. Proposed work is designed for minority image database which is obtained from internet source. Proposed work focus on some important features of an image such as color, shape, texture and image orientation. Proposed design is compared with many states of art techniques to show the improvement in it.
AKEL:Smart Glove Design that Recognizes Turkish Sign Language and An Android Operating System Based Mobile Application

Sign language is a way of communication used by individuals with deaf and mute disabled person to communicate with other people. Sign languages differ from the languages spoken in countries. For this reason, the development of a system that recognizes the Turkish sign language will greatly facilitate the lives of individuals with hearing and speech impaired person in our country. The study consists of two stages. In the first stage, a smart glove is designed that recognizes sign language. With this glove, it is provided to communicate with a person who does not know the sign language in front of an individual with hearing and speech impaired. In the second stage, an Android operating system based mobile application was realized. With this application, a person who does not have any disability and does not speak sign language is provided to communicate with a hearing and speech impaired individual. With the smart gloves developed in the study, a total of 6 words can be recognized. In the Android mobile application developed in this context, 11 words can be translated into sign language.
A Novel M2CNN Method for Cervical Cancer Cell Recognition

ABSTRACTIn the cervical cancer cell image recognition, there are some problems such as insufficient labeled data, single scale feature and poor robustness, the recognition rate is low. Therefore, we propose a multi-scale multi-feature convolutional neural network (M2CNN) method for cervical cancer cell recognition. Firstly, we conduct data enhancement due to the limited cervical cancer data set to avoid over-fitting. The image is rotated to three different scales using the Laplacian pyramid method. In order to enhance the feature robustness, the above three scales are used as the inputs of the model. The model also learns the features of the three scales. The weighted sum of multi-scale information in different layers of the network makes the features of different layers have different effects on the final result to improve the robustness of the model. Experimental results show that this method can effectively complete the automatic recognition of cervical cancer cells. In terms of the accuracy and recall rate, our proposed method greatly improves the results. In this paper, deep learning technology is introduced into the field of cervical cell-assisted screening, which is of great significance for promoting the research of early automatic screening for cervical cancer.
Primary School Student’s Spiritual and Moral Education and Digitalization of Education: The Search for Consensus

The relevance of the research is due to the transformation digitalization of education, and changes in its common functions.The process of education digitalization has negative and positive features and development trends.In particular, the education digitalization reduces the importance of cultural and humanistic orientation of education, and its potential in the field of person's spiritual and moral education at the stage of primary general education.In this regard, this article is aimed at identifying effective pedagogical conditions for the primary school children's spiritual and moral education in a digital educational environment.The leading methodological approach in the article is the cultural approach, which is in close relationship with the axiological and environmental approaches, which make it possible to outline the circle of traditional cultural values that serve as the basis for construction of the educational environment.Comprehension and analysis of various value systems, relevant regional pedagogical experience allows us to identify pedagogical conditions that contribute to primary school student's spiritual and moral formation in the digital educational environment.The article offers pedagogical conditions that contribute to improve the process' efficiency of primary school students' spiritual and moral formation in the education's digitalization conditions.The materials presented in the article will help the further development of the problem, the development of the specific techniques for the primary school students' spiritual and moral education technology.
Contour/Outline/Silhouette

The contour is the locus at which the parts of opaque solid objects appear to form an edge because it corresponds for the viewer to the projection of the rim, namely the curve that divides the surfaces into visible and invisible parts. The meaning of this definition can be visualized by experience. If an object is plunged many times into water to various extents below it, the level at which each time the water surrounds the object would signal the curve along which the surface patches have the same inclination towards the observer provided she looked at it from the corresponding vantage point. Surface patches above and below that curve would appear at a different distance away or towards her.
Improving the Popularity of Syekh Abdul Ghofur Tomb as Potential Religious Tourism Destination in Cugenang Cianjur

Tomb tourism objects are often regarded as segmented tourism objects for certain people looking for spirituality. This activity makes it difficult for tomb tourism objects to become popular tourist attractions. The tomb of Sheikh Abdul Ghofur is one of the religious tourism which so far can be enjoyed by only a handful of people who know of its existence. The long story of Sheikh Abdul Ghofur in spreading Islam in Cianjur Regency is a wealth of ancestral history that benefits all elements of society. Therefore, through the community service program of the School of Business and Economics (SBE), Prasetiya Mulya University, the tomb of Sheikh Abdul Ghofur was packaged to make it more popular and accessible to all groups. The main focus of increasing its popularity was to strengthen the story and to make it available on the internet such as providing an explanation of the location of the tomb through the Google Maps application and making tourist booklets to install signage. This effort was fully implemented so that the Tomb of Sheikh Abdul Ghofur could now be accessed by various groups to maintain history in the Cianjur Regency.
Calculation of Android Based Eggtray Production Based Prices Using Moving Average Method (case Study of PT. Sinar Era Box Gresik)

&#x0D; The price of the staple production based on activities is how to determine a fee by way of tracing the activities of an organization the company in generating an item. This is intended so that the largest cost breakfast buffet in producing goods itself. In addition the existence of a desire of the company to produce goods and costs as effectively as possible. Tracking the cost of these activities through automatic menegement parties can manage cost effectiveness. To find out the price of a staple production of PT.Sinar Era Box Gresik, then on the basis of the research that's going on. Research carried out using moving average algorithm (moving average), while the data is the data that comes from the PT.Sinar Era Box Gresik. This research resulted in the value of the production cost of goods based on the average price moves in can be of any purchase of goods. &#x0D;
Poster: Tandem foils for straightened wake

Fluid-dynamics visualization is not only intended to promote an intricate science but also to help non-scientific audiences to see that there is a beauty in this science. This can be seen in a play of colors to present the turbulent flow which can be easier to do with computational fluid dynamics (CFD) instead of experiments. The fluid visualization is now becoming an artistic medium for scientists to present our results to the general audiences.
GENERATION OF TEST BASES OF RULES FOR THE ANALYSIS OF PRODUCTIVITY OF LOGICAL INFERENCE ENGINE

The subject of research in the article are test tasks to determine the performance of logical inference engines based on rules. The purpose of the work is to create a method of forming a database of rules and a set of data for analyzing the performance of logical inference mechanisms according to the given characteristics of rule activation and the complexity of finding a way to the target conclusion. The article solves the following tasks: determining the requirements for the knowledge base to be formed; creation of a knowledge base model; creating a way to form rules; identifying ways to increase the number of rules; providing testing of logical inference mechanisms for the proposed test problem. The following methods are used: methods of comparison with the sample, graph theory, logical programming. The following results were obtained: the method provides opportunities: creation of conditions of rules that complicate the data flow network of the Rete-algorithm as much as possible; formation of test bases of rules for derivation both on logic of the first order, and on offer logic; simply increase the number of knowledge base rules while maintaining the output logic. The formation of the knowledge base is based on a graph that represents the meta-rules of mixing paints to obtain a new colour. The vertices of the graph are colour classes. Each metarule is either an edge leading to the OR vertex or a set of edges in the case of the AND vertex. Each meta-rule specifies a scheme for creating several rules, because its structural components are classes of paints. The given structure of the graph significantly complicates the logical inference, because to prove the truth of the conclusion on AND-vertices it is necessary to have the conclusions obtained in the previous steps of different search directions. Examples of rule formation are given. Target vertices are defined, which determine the simplest and most complex cases of logical inference. Conclusions: it was proposed a semantic model of the knowledge base in the form of AND/OR-graph, which allows you to test the effectiveness of the implementation of conflict resolution strategies, as well as heuristic algorithms; a method of creating tests for inference mechanisms, which allows you to generate a database of rules and a set of data of certain sizes, as well as to model the complexity of finding the target output and activating the rules. Ways to increase the number of rules of the knowledge base to complicate the problem of logical inference have been presented; formulation of tests to determine the performance of logic output mechanisms for the proposed test problem has been done.