Reviewerly/exHarmony huggingface dataset:
Foresight of Precision Education

At present, school education is an extensive type of education, lack of individualized education, lack of tracking research on students, and the fragmented situation between primary education and full-time higher education in adult education and lifelong education. In the background of the era of big data, the use of precision education can provide more efficient individualized education, greatly improving the efficiency of education and reducing the social cost, which will become the trend of future development.
Real Valued Card Counting Strategies for the Game of Blackjack

Card counting is a family of casino card game advantage gambling strategies, in which a player keeps a mental tally of the cards played in order to calculate whether the next hand is likely to be in the favor of the player or the dealer. A card counting system assigns point values (weights) to the cards. Summing the point values of the already played cards gives a concise numerical estimate of how advantageous the remaining cards are for the player. In theory, any assignment of weights is permissible. Historically, card counting systems used integers and rarely the 1/2 and 3/2 fractions, as computation with these are easier and more tractable for the human memory. In this paper we investigate how much advantage would a system using real valued weights provide. Using a blackjack simulator and a simple genetic algorithm, we evolved weights vectors for ace-neutral and ace-reckoned balanced strategies with a fitness function that indicates how much a given strategy empirically under or outperforms a simple card counting system. After convergence, we evaluated the systems in the three efficiency categories used to characterize card counting strategies: playing efficiency, betting and insurance correlation. The obtained systems outperform classical integer count techniques, offering a better balance of the efficiency metrics. Finally, by applying rounding and scaling, we transformed some real valued strategies to integer point counts and found that most of the systems' extra edge is preserved. However, because of the large weight values, it is unlikely that these systems can be played quickly and accurately even by professional card counters.
Efforts to Improve Learning Outcomes Using Video Media for Grade 6 Students of Wadasmalang 3 Public Elementary Schools, Karangsambung District Kebumen Academic Year 2020/2021

&lt;em&gt;The purpose of this study was to improve student learning outcomes in learning theme 5 in grade VI elementary schools using video learning media. The research conducted was a Classroom Action Research (CAR) consisting of three cycles. The stages of each cycle were planning, implementing, observing and reflecting. Each meeting is carried out an assessment of knowledge, skills and attitudes to determine the development of students. In cycle I, students who completed after carrying out the knowledge assessment were 70%. In cycle II students who completed after carrying out the knowledge assessment were 87%. In cycle III students who completed after carrying out the knowledge assessment were 93%. These results indicate that the use of video media can improve student learning outcomes, especially the theme of Class VI at SDN 3 Wadasmalang.&lt;/em&gt;
artificial bee colony optimization algorithm for adaptive power scheduling in an isolated system

&lt;p&gt;The objective of this work is to solve the power scheduling problems for efficient energy management by assigning the optimal values. Artificial neural networks are used widely in the field of energy management and load scheduling. The backpropagation technique is used for the feed-forward neural network training and the levenberg-marquardt algorithm is used to minimize the errors. The slow speed of convergence and getting stuck in local minima are some negatives of backpropagation in complex computation. To overcome these drawbacks an innovative meta-heuristic search algorithm called modified artificial bee colony optimization algorithm is used. A hybrid neural network is introduced in this work. The simulation result shows that the efficiency of the system is improved when hybrid optimization is used. With this method, the system achieves an optimal accuracy of 99.23%.&lt;/p&gt;
FUNGSI SIDIK JARI DALAM PENGUNGKAPAN KASUS TINDAK PIDANA PEMBUNUHAN (Studi Kasus pada Ditreskrimum Polda Sulawesi Selatan)

The purpose of this study was to find out the Fingerprint Function for investigators in disclosing criminal cases of murder and barriers experienced by investigators in conducting evidence with Fingerprint (Dactyloscopy) at the South Sulawesi Regional Police Regional Police Directorate. This study uses a type of qualitative research, by examining and studying a science of fingerprint identification which is used as the basis for conducting problem solving and qualitative analysis. The results of the research are: fingerprint function for investigators in disclosing criminal cases of murder which states that by identifying or observing fingerprints, one can find out one's identity in detail and clearly because as we know in this world no one has a fingerprint. the same so that the fingerprints possessed by humans are not the same and the obstacles of investigators in conducting evidence with the science of fingerprinting, ie the crime scene is no longer in the status quo or the crime scene is damaged so investigators have difficulty identifying fingerprints. This can be seen by the existence of criminal cases of murder in the South Sulawesi Regional Police Headquarters Ditreskrimum
Learning habits of civil engineering students at the University of Sucre during COVID-19

The pandemic generated by the presence of the new coronavirus COVID-19, has undoubtedly been one of the events that has caused the greatest impact on society worldwide in recent times, taking the world by surprise and generating a great impact at the level global, because society in general and the political and socio-economic systems of the different countries were not prepared to face the challenge generated by the long quarantine periods decreed by the different governments.One of the fields that has been hit the hardest worldwide, and especially in developing countries like Colombia, has been education.This has been seriously affected by the drastic change in the way of carrying out the teachinglearning process, as the educational system had to adapt, unexpectedly, from face-to-face to virtual, without it being prepared for such end.Hence the importance of being able to have first-hand information, which allows to know the degree of affectation generated by the change of methodology in education.This document presents the socioeconomic information and aspects related to the use of online tools and their potential impact on the educational process, based on a survey carried out among 4 and 5 year old Civil Engineering students from the University of Sucre, which is of public, located in the city of Sincelejo, North of Colombia.In response to the recent crisis of the COVID-19 pandemic, the University of Sucre was forced to change the traditional classroom teaching model, for an virtual system, in which students and teachers attend synchronous sessions in virtual media and asynchronous for the development of academic activities.The authors designed a questionnaire to characterize the socioeconomic conditions of the students and evaluate the impact generated by the use of digital learning tools.The applied questionnaire consists of two main sections: the first, which seeks to know the sociodemographic situation of the students, with questions such as sex, age, institutions, income, among others.The second part of the interview is aimed at understanding the use of digital tools by students and their impact on the development of their academic performance, for which questions are asked in which conditions are evaluated before COVID-19 and during COVID-19.
Foghlaim ríomhchuidithe teanga-chliste agus teicneolaíocht na hurlabhra: Féidearthachtaí do theagasc/d’fhoghlaim na Gaeilge

Tá an córas sintéiseach téacs-go-hurlabhra, ABAIR (www.abair.ie), á fhorbairt sa tSaotharlann Foghraíochta agus Urlabhra i gColáiste na Tríonóide le roinnt blianta anuas agus tá na guthanna sintéiseacha ar fáil anois sna trí mhórchanúint – Canúint na Mumhan (baineann agus fireann), Canúint Connacht (fireann) agus Canúint Uladh (baineann). Tá obair thaighde ar siúl sa tSaotharlann le blianta beaga anuas chun féachaint ar na feidhmeanna ar féidir a bhaint as na guthanna seo. Tá an páipéar seo dírithe ar an úsáid a d'fhéadfaí a bhaint astu i réimse Fhoghlaim Ríomhchuidithe Teangacha-Chliste (FRT-Chliste) agus go háirithe ar an úsáid a d'fhéadfaí a bhaint astu i bhforbairt ardán a cheadódh don fhoghlaimeoir idirghníomhaíocht phearsanta a dhéanamh leis an ríomhaire, rud a chabhródh le foghlaim fhéinriartha na Gaeilge. Léirítear féidearthachtaí na teicneolaíochtaí seo i gcomhthéacs an ardáin phíolótaigh, An Scéalaí, atá á fhorbairt faoi láthair. Text-to-speech synthesis systems are being developed as part of the ABAIR initiative (www.abair.ie), in the Phonetics and Speech Laboratory in Trinity College Dublin. Synthetic voices are now available in the three major dialects - Munster (female and male), Connacht (male) and Ulster (female). This paper gives an overview of the Irish synthetic voices and focuses on their use in the context of Intelligent Computer-Assisted Language Learning (iCALL) and in particular their use in the development of interactive language learning platforms for the self-directed learning of Irish. The potential of this technology is demonstrated in the context of a new iCALL platform, An Scéalaí (‘the Storyteller’), currently under development.
Android Based Tourism Guide for Benishangul-Gumuz Region, Ethiopia

Benishangul Gumuz is one of the regions which have a potential of tourism in Ethiopia.In order to visit the region tourists have to go to tour operators office or must have a printed guide booklet of the attraction sites.Due to the lack of updated information, tourists are not be able to visit all tourism attraction sites.This research project tries to provide convenience to the visitors by providing a solution to the problems that the tourists faced during their visit.This paper presents the work in developing tourism guide application to replace the old way of tourism guide.The development is based on android platform and delivered as a mobile application.The main objective of this project is to provide tourists the information that they need before and during visits without missing attractions.
PENINGKATAN PRESTASI BELAJAR EKONOMI SISWA KELAS X IPA 1 LINTAS MINAT SMA NEGERI 1 GALUR MENGGUNAKAN MIND MAPPING

This study aims to find a way to increase the student achievement in studying economy by using mind mapping method in class X IPA 1 crossed interest lesson of SMAN 1 Galur. This study was a classroom action research with qualitative descriptive approach. This study conducted in two cycle whith three meetings in each cycle. There were 22 students participated as subject in this study. Each meeting applied the following steps: planning, action, and reflection. The data collecting instruments in this study were questionnaire, observation sheets, field note, attitude scale, and achievement test (daily test). The result of this study indicates that by using mind mapping, the learning process became more effective, the student activity during the learning process also more effective, enjoyable, and joyful. The method has positive effect of increasing the student achievement in economic that can be known from: (a) the increase of student activity and students motivation in cycle I and II; (b) the increase of students achievement in cognitive aspect (student learning completeness standard from 77.53% in cycle I and 82.63% in cycle II), and in affective aspect from the level of enough become excellent in the end of the study. Result of the study also supported by the assessment in learning process which was held by the collaborator, from the classification of 50% good to 50% excellent.
KEUANGAN SEDERHANA DAN PENYAJIAN LAPORAN KEUANGAN MENGGUNAKAN SOFTWARE AKUNTANSI BERBASIS EXCEL PADA CLOTHING “DOBUJACK” KOTA BANDUNG

Dobujack is a privately owned company engaged in the manufacturing industry of clothing, bags, shoes, etc. In running its business, Dobujack already has workshops and showrooms to produce and market the products it produces. Dobujack has a production capacity of 10,000 pieces of T Shirts per month in all sizes, 200 jackets with all size sizes (L, M, XL, and S) and 5,000 pairs of shoes with a size that is held by 25 (twenty five) employees on 2 ( two) workshops covering 1,300 m2, and the remainder are produced with the maklun system. The purpose of this study is to find out about the process of applying financial management in terms of presenting financial statements of individual industrial companies named Dobujack. This research uses descriptive verification method, which is to find out the description of the object under study in accordance with real conditions in the field. In terms of data collection, the compiler does it by using interview techniques, literature review and on the spot directly to the object under study. Based on the results of the study showed that the activities of this company have not fully used the application of good financial management, the financial statements used are limited to knowing cash and sales positions. And online transaction reports can be accessed only by the owner. With this dedication research, it is hoped that this clothing company will be able to present financial reports properly and correctly according to accounting standards. This is done in order to anticipate the company's progress in the future.
Comparison between evapotranspiration estimation models for Macapá, Amapá

The aim of the study was to evaluate evapotranspiration (ET) estimation models for the municipality of Macapá, AP. The models studied were Hargreaves-Samani (HS), Turc, Camargo (CM), Jensen-Haise (JH) and Solar Radiation (RS). The ET estimated by the models were compared with those obtained by the standard Penman-Monteith method. Statistical tests of Willmot's Concordance index (d), Correlation Coefficient (r), Performance coefficient (c), Mean Absolute Error (EAM), Mean Square Error and Residual Mass Coefficient (CMR) were performed. With the results of "c" only HS, in August (c = 0.71; "good") and December (c = 0.73; "good") presented a performance considered good. JH had the worst result, between 0.05 and 0.22, considered terrible. In relation to “d”, HS also had a better result, with 0.79 and 0.83 in August and December. The worst was JH, with a minimum value of 0.09 for May. For CMR, CM, JH and RS overestimated ET. TC, on the other hand, presented both underestimation and overestimation. HS overestimated from January to July and underestimated in the other months. For EAM, the models tended to overestimate ET. For MSE, HS presented the lowest values. JH was the one with the worst results, above 4. And the coefficient of determination showed a small dispersion of data, with R2 above 0.90 for HS, TC, JH and RS. Based on what was exposed, HS was the method that presented the best responses, followed by CT and RS. And JH was the one with the highest overestimation rate.
Improvement of e-commerce recommendation systems with deep hybrid collaborative filtering with content: A case study

This paper presents a proposition to utilize flexible neural network architecture called Deep Hybrid Collaborative Filtering with Content (DHCF) as a product recommendation engine. Its main goal is to provide better shopping suggestions for customers on the e-commerce platform. The system was tested on 2018 Amazon Reviews Dataset, using repeated cross validation and compared with other approaches: collaborative filtering (CF) and deep collaborative filtering (DCF) in terms of mean squared error (MSE), mean absolute error (MAE) and mean absolute percentage error (MAPE). DCF and DHCF were proved to be significantly better than the CF. DHCF proved to be better than DCF in terms of MAE and MAPE, it also scored the best on separate test data. The significance of the differences was checked by means of a Friedman test, followed by post-hoc comparisons to control p-value. The experiment shows that DHCF can outperform other approaches considered in the study, with more robust scores
PENGEMBANGAN DESAIN SEPEDA ANAK USIA 7-12 TAHUN MENGGUNAKAN METODE RAPID ETHNOGRAPHY DAN SCAMPER

Title: Design Development of Bike for Kids (7-12 y.o) using Rapid Ethnography and SCAMPER Method Children by nature growth relatively fast. Their body expand in a short time that demand many things that they wear or use to meet their body accordingly. This to include also the need for their bicycle. In order to fulfill the needs of children’s comfort in cycling, some bicycles which are suitable with anthropometry of children’s body are required. With the existence of bicycle’s design which has longer durability than children’s bicycles in general, hence the children’s bicycle which will be designed would have sustainable design concept. Clark et al. (2009) states that sustainable design is a design concept which integrates 3 kinds of elements (people, profit, planet) and not merely an environmental-friendly concept. Developing a product with sustainable concept is not only done with a manipulation on materials which are bio-degradable, but also could be done with extending the lifespan of the product. Respondents which are targeted on this planning are children aged from 7 until 12 with their parents, since the children on this age range experience rapid growth. Not only the interests of the children aged from 7-12 as primer users which are concerned, but also their parents as secondary users. This matter is resulted from how the parents also play a role in choosing and buying the bicycle which will be used by their children.
Interaction of school and family in aesthetic education of students

Випуск 75'2020Серія 5. Педагогічні науки: реалії та перспективи Bovsunivska G. G. Formation of environmental experience junior schoolchildren in the educational process New Ukrainian SchoolThe proposed material of the article is designed to help the teacher in solving the urgent problem of forming the environmental experience of junior schoolchildren in the educational process of the New Ukrainian School.The system of nature protection activity is presented in the aspect of tasks of the State standard of primary education.The age peculiarities and nature of primary school students are taken into account.The material is presented based on activity-search, research work, which realizes the purpose of cycles, new educational programs for general secondary education institutions (authors O. Ya.Savchenko, R. B. Shiyan).Attention is detailed on the theoretical and practical principles of children's acquisition of natural knowledge, skills and abilities.Based on the analysis, a questionnaire was conducted, the results of the attitude of primary school teachers to the problem of forming the environmental experience of primary school students and its implementation in the educational process are presented.It is noted that it is possible to harmonize the practical environmental orientation with the active interaction of the educational institution and the family.The paper emphasizes that the environmental experience is enriched during various events dedicated to birds, animals, flowers, trees.In addition, there is help for children with wildlife.It is important that in the practical activities of teachers find a place for classes: "Awakening of nature from a night's sleep", "How flowers meet the sunrise", "Journey of a drop of water" and so on.Such classes help to reveal something new, interesting, reveal artistic and figurative thinking, imagination of students.The author draws attention to the conceptual idea of textbooks, the content of which forms key competencies, including environmental, competence in the field of natural sciences, engineering and technology, etc.The concept of "environmental experience" is clearly defined as a set of knowledge, skills, abilities of junior schoolchildren in nature protection.With respect for it, the rational use of natural resources.Since the new State Standard strengthens the environmental focus of subjects, their natural and activity-practical components, the author emphasizes that the goal of the lesson is aimed at obtaining the expected results.
KENDALI KEAMANAN RUMAH JARAK JAUH BERBASIS RASBERRY DAN ANDROID

Smart Home is one of the tools that is developed for ease of automation of smart home management from the start of address, security, comfort, savings, through automation with Android. In designing a micro home security system controller using raspberry pi 3 and Android smartphones that can reduce the number of criminal acts of burglary door. This tool consists of an electro magnetic door lock called a solenoid door lock.This solenoid key is placed on the door of the house for security. The design of this home door security system utilizes Raspberyy pi b + as a control device from near and far by utilizing the wifi network and sms gateway to control opening and closing the home door lock that is controlled via an android mobile. Through web bootstrap that will display the results captured by the camera to provide a home situation every time someone enters.This house door security system that has been successfully built and tested with the working principle if there is someone who forces or breaks the house door in a closed condition, the system will activate a warning or alarm by sounding the buzzer¸ because there is an LDR sensor connected to one switch connected to the solenoid key that results, if the key is opened with a security system then the LDR sensor will turn off and there will be no alarm, but if it is forced to break the LDR sensor will activate and read the movement of the door so that the reaction occurs and the buzzer alarm will sound. This security system is a solution to increase the level of home security ¸ besides this sophisticated system is very easy to use and integrated with android smartphonesKeywords: homer security; smart home; android; rasberryPI; LDR
RELATIONSHIP BETWEEN DURATION OF PLAYING ONLINE GAMES WITH EYE VISION IN SCHOOL AGE CHILDREN

Visual impairment is an important health problem in children because 80% ofinformation during the first 12 years of a childâ€™s life is obtained through vision. WHO says2.2 billion people suffer from visual impairment. 22.1% of total population in Indonesiasuffering abnormality refraction of which 15% were school age children. The purpose ofthis research is to know the relationship between duration of playing online game witheye vision in school age children. The design of this research is cross sectional. Sampleof this research is 33 children with total sampling method. The duration of playingonline games measured by observation sheets and eye vision measured by refractionist.Processing data used fisher test and chi-square test with 95% Confidence Interval (CI).The results showed that 39.4% of respondentâ€™s right eye vision was abnormal, 57.6% ofrespondentâ€™s left eye vision was abnormal, and 36.4% respondent use game online morethan 2 hours per day. Fisherâ€™s statistical test results p = 0.719 (&gt;0.05) and chi squarestatistical test results p = 0.162 (&gt;0.05). There is no relationship between the duration ofplaying online games with eye vision of school-age children.