Reviewerly/exHarmony huggingface dataset:
The Grammatical Interference of Indonesian Students in Learning English

Interference is one of many factors that can damage a language system. It frequently happens in langauge learning process. The interference happened due to the tendency to adapt the feature of one language to another without considering the similarities and differences between the languages. Language interference can take part either in phonological, lexical, or grammatical aspects. The current paper aims to reveal the most frequent grammatical interference made by the students in learning English. To get broader insight, the library research is carried out. It relies on other articles under the same concers of students’ grammatical interference in learning English as the main objective. Six researches were taken to be referred as the primary sources which were published within the last 5 years. The results of each study were explored to get more comprehension for the inquiries of this paper. Based on the analysis, the results showed that the students’ grammatical interference in learning English were made in the form of morphological and syntactical structure. The most frequent syntactical interference deals with word order. While the morphological interference was dominated by the use of tense, be form, subject-verb agreement, singular and plural form. Keywords : Grammatical Interference, Indonesian, English Learning
ConSQL: A Database Language for Contex-aware Conversational Cooperative Query Answering

In conversational query answering systems, context plays a significant role in accurately and meaningfully carrying it forward. In many chatbots, such as in Expedia, the discussion quickly degenerates into circling back to restarting the conversation or to inviting a live agent to intervene because the bot could not grasp the context. Contexts shorten interactions by way of implied query constraints to narrow search and to not repeat them in subsequent queries. In this paper, we introduce a novel way of viewing contexts as a distance function via the concept of query relaxation. We demonstrate that a typed domain distance function is sufficient to model context in a conversation. Our approach is based on the idea of non-monotonic constraint inheritance in a context hierarchy.
SKIMMING AND SCANNING TECHNIQUE: IS IT EFFECTIVE FOR IMPROVING INDONESIAN STUDENTS’ READING COMPREHENSION?

Skimming and scanning are reading techniques that involve quick eye movements and the use of keywords to swiftly navigate through text, each serving slightly different purposes. Skimming entails reading rapidly to obtain a general overview of the material, whereas scanning involves reading rapidly to locate specific facts. In essence, skimming provides readers with a sense of the overall information contained in a section, while scanning assists readers in pinpointing particular details. This study conducted a comprehensive review of existing literature using a systematic approach. The systematic literature review (SLR) method entails a structured process of gathering, evaluating, and analyzing pertinent information from diverse sources, followed by synthesizing the findings to draw conclusions. The findings revealed that skimming and scanning are seemingly straightforward reading strategies. Employing skimming and scanning strategies proves effective in enhancing students' comprehension in reading tasks. In the scope of Indonesian students, it was found that the skimming and scanning give positive effect toward students’ reading comprehension, especially in speed reading and reading improvement. In conclusion, skimming and scanning strategies are efficient in reducing time consumption during reading tasks.
Information System for South Aceh Historical Stories

&#x0D; &#x0D; &#x0D; &#x0D; Making this application aims to create an application that can accommodate historical stories in South Aceh in the form of a reading application that is easily accessible. The making of this application is made with a programming language that is processed into an application that contains historical stories obtained from various sources as well as from narrators or historical storybooks in South Aceh. From the development of this application, a lot of knowledge was gained from historical stories in South Aceh. Making this application produces an application that includes useful and historical stories so that all historical stories in South Aceh are not lost and forgotten and can also be accessed easily by anyone.&#x0D; &#x0D; &#x0D; &#x0D;
Inventory Information System Design Analysis (Case Study at CV. Mysneaker Retail Indo)

This research is a qualitative research that examines the design of inventory information systems at CV. Mysneaker Retail Indo. This study analyzes the information system on inventory at CV. Mysneaker Retail Indo. This study uses observation with interviews. The results of this observation are written on the observation sheet carried out by the observer. Unstructured interviews were conducted in order to obtain more comprehensive interview results with informants. Research data was collected through observation, unstructured interviews, and documentation. CV. Mysneaker Retail Indo has collaborated with a third service party, namely mokapos, to help carry out the inventory system for this business by the end of 2022. This application is available on desktop and mobile. This application makes inventory management in managing inventory fast and accurate so as to minimize errors in data. This business uses Use Case Diagrams. Use Case Inventory Diagram proposed, there are several involved in the system namely Warehouse Admin, Marketing and Owner.
Preface

The IEEE Russia North West Section and Saint Petersburg Electrotechnical University “LETI” (ETU “LETI”) are pleased to present the Proceedings of 2023 IV International Conference on Neural Networks and Neurotechnologies (NeuroNT).
THE USE OF THE NUMBERED HEAD TOGETHER LEARNING MODEL TO IMPROVE STUDENT LEARNING OUTCOMES ON THE SUBJECT OF ADDING AND SUBTRACTING INTEGERS IN GRADE IV SD

This study aims to improve student learning outcomes throught the use of the Numbered Head Togther (NHT) learning model in grade IV SD. Classroom Action Research (CAR) was used as design research that consist of plan, implementation, observation, and reflection. Data analysis in this study consisted of two ways, namely quantitative data analysis and qualitative data analysis. By using NHT learning model, the student achievement were increased. This is as seen in the results of the post-test cycle I and Cycle II. At the first cycle percentage of classical obserption was 66,14% and classical learning completeness was 50%. While at the second cycle percentage of clasiccal obserption was 81,28% and clasiccal learning completeness was 85,71%. So it can be concluded that the use of the NHT learning model can improve student learning outcomes.
PENGARUH MEDIA PEMBELAJARAN KAHOOT BERBASIS GAME BASED LEARNING TERHADAP MINAT DAN HASIL BELAJAR SISWA SMK DI BULELENG

The purpose of this study was to determine the effect of using kahoot as a game-based learning medium on students ' interests and learning outcomes in Interaction design subjects at SMK Negeri 1 Sukasada. This study uses a quasi-experimental quantitative approach with pretest and posttest research designs Control Group Design. The research population was students in class X Multimedia consisting of 4 classes with a total of 129 people and the sample in class X Multiemdia 2 was 32 people as the experimental class and X Multiemdia 2 with 32 people as the control class. Data collection techniques used that is form questionnaire and test. From research shows there is difference results study before and after given treatment. The results of hypothesis testing using anacova test and t-test with a significance value of 0.000 it means that sig value &lt; 0.05 as well as pearson correlation (t) of 0.861. So that H0 is rejected and Ha is accepted. So could concluded there is influence user Kahoot as a learning medium based game-based learning against interest learning and results study participant educate as well as there is correlation Among interest and results eye study lesson chemistry at SMK Negeri 1 Sukasada.
PENGEMBANGAN E-BOOK IPA BERBASIS FLIP PDF PROFESSIONAL UNTUK MENINGKATKAN KEMAMPUAN SCIENTIFIC EXPLANATION SISWA SMP

This study aims to develop a science e-book based flip PDF professional to improve the scientific explanation ability of grade VII junior high school students at SMP Negeri 7 Jember. This research is a type of research and development. This research was conducted with the ADDIE development research model. The stages of this research procedure, are: 1) Analyze, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The data collection techniques used are test and non-test, the test consists of pre-test post-test and non-test consists of observation, interview, validation, student response, and documentation. Based on the results of the validator assessment, a validation score of 91% was obtained in the very valid category. Then the results of the practicality analysis by the observer obtained a practicality score of 83.71% with practical criteria. In addition, the effectiveness results obtained an n-gain result of 0.62 with a moderate increase category and student response obtained an average of 93.64% with an very good category. So it can be concluded that a science e-book based flip PDF professional is valid, practical, and effectively used in the learning process to improve the scientific explanation ability of junior high school students.
Neural network architecture «transformer»: Artificial Intelligence and its role in Natural Language Processing

The transformer neural architecture has become a cornerstone of natural language processing (NLP) models. It is a powerful tool for language understanding and generation, enabling machines to process human language that is close to human understanding. NLP has significantly improved in recent years due to pro-gress in artificial intelligence (AI). One of the key developments that has enabled these improvements is the transformer neural network architecture. In this paper, I will explore the transformer architecture, its main concepts, and its application in NLP.
Application of Role Play Techniques in Efforts to Improve Students' Language Vocabulary

The purpose of this study was to improve the vocabulary skills of grade 3 students at SDN Kincang 02 Jiwan by applying the Role Play Technique. This research is a Classroom Action Research (CAR) with a cycle model that is carried out repeatedly and continuously. The subjects of this study were 19 students in grade 3 and the object was thematic learning for grade 3 students at SDN Kincang 02 Jiwan. Data analysis used descriptive qualitative analysis. The results of the study showed an increase in students' language and communication skills. Students' language and communication abilities can improve student learning outcomes and abilities have an impact on student learning completeness from the average score on the initial student data which is 59.64 and has a learning mastery of 57.14% and at the end of the first cycle the average value of students becomes 67.86 with learning completeness to 71.43% and at the end of the second cycle the average value of students rose to 75 with student completeness reaching 92.2%. Apart from increasing learning outcomes, student activity in the learning process in class has also increased. The conclusion from this research is that the role play technique can have a positive effect on student achievement in thematic learning activities for grade 3 students at SDN Kincang 02. The findings in this study are that students have started to dare to ask questions and respond to questions from the teacher by understanding interviews and writing down a list of questions to conduct interviews
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA INTERAKTIF BERBASIS SMART APPS CREATOR PADA KELAS VII

Online learning requires teachers to be able to create innovation and creativity in the use of technology that can support online or distance learning processes that cannot be carried out face-to-face, while mathematics lessons really need a detailed explanation of the material. This research, using a method that is research development method (Research and Development). The method used in this study uses development research with the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. An interactive math learning media based on smart apps creator for class VII SMP which was held in class VII-G SMP Negeri 10 Purworejo with 32 students. The product test results showed a media validity score of 3.7 with a good category from media experts and a score of 3.58 with a good category from material experts. Media practicality test results obtained a percentage of 94% from the limited test and obtained a percentage of 80% from the wide test. The results of the effectiveness of learning media obtained a complete percentage of 87% of 32 students, there were 28 students who passed. These data indicate that the math learning media based on smart apps creator for class VII SMP developed in this study is categorized as feasible.
PERBANDINGAN MODEL LSTM DAN GRU UNTUK MEMPREDIKSI HARGA MINYAK GORENG DI INDONESIA

Cooking oil, a food ingredient used for cooking, has increased in price in Indonesia. Based on the Indonesian Strategic Food Price Center data, cooking oil reached twice the regular price at the beginning of 2022. Long Short-Term Memory and Gated Recurrent Units are several ways to predict time domain data. The data set for prediction is cooking oil price data for the last three years in the Indonesian Strategic Food Price Center data. The data taken is pre-processed by changing the data type and filling in the blank day data with the previous day's value. Data that has been pre-processed is modeled using Long Short-Term Memory and Gated Recurrent Units. Modeling obtained Error, Loss, and selection of the best unit and dropout model parameters in making predictions for both types of models. As a result, this research compared the prediction results of the Long Short-Term Memory model and the Gated Recurrent Unit on the cooking oil data set and predict price changes that will occur during the following year.
PERANCANGAN MEDIA KOMUNIKASI VISUAL OUR BALI YOUR BALI UNTUK MENARIK DONATUR

Our Bali Your Bali is a charity works organization founded in 2021 in Bali by an executive chef who owns two restaurants in Bali (Ginger Moon Canteen and Jackson Lily's) named Dean Keddel. Dean began working on cookbooks to raise money for these desperate families, villages and charities. More than 400 pages later, Dean has compiled a list of classic Balinese recipes from his staff, their families, local stalls and restaurants. Beyond the amazing recipes and stories told through this book, the main goal is to raise funds for the five major charities on the island of Bali. Our Bali Your Bali. The role of visual communication design to help design our Bali Your Bali visual communication media is very important to do, with a good visual communication media design it will attract the attention of the audience, increase awareness so as to get donors. One of the roles of Visual Communication Design is to create social media designs, especially Instagram social media. Making Instagram social media designs is important to help the charity Our Bali Your Bali. In addition to social media, the author also helps with banner design for Our Bali Your Bali e-commerce. The design of visual communication media for the charity organization Our Bali Your Bali uses a qualitative method which is carried out by understanding the design brief given by partners, conducting research and segmentation of the intended market, then choosing media and concepts that until visual communication media design is realized which includes the design of instagram social media post post templates, commercial banners, holiday greeting designs for social media. This final design will later be published or disseminated works through social media accounts
PERANCANGAN ANIMASI REELS INSTAGRAM SEBAGAI MEDIA PROMOSI MERCHANDISE HNS INVASION DI HNS STUDIO

Hope Never Sleep (HNS) Studio is a creative company engaged in illustration, graphic design and animation. Creative strategies applied by the studio in the design of a project. Instagram reel animation project as a promotional media for HNS Invasion merchandise. To learn the creative strategy of HNS Studio in handling this animation project, apply an understanding of the principles contained in animation. Animation is an image that seems to be displayed alive, this is caused by a collection of images that change regularly and are displayed alternately. Image objects can be displayed in the form of text, objects, colors or special effects. Merchandise promotions at HNS Invasion are generally done only by posting Instagram in the form of photos. Promotional packaging in the form of animated media has become a new medium at HNS Invasion. The design of Instagram reels animation as a promotional media for HNS Invasion merchandise at HNS Studio uses identification and primary and secondary data collection by interview, observation, literature, and documentation methods about HNS Studio. The benefits of designing merchandise promotions with animated media add to the attractiveness of consumers and potential consumers of HNS Invasion to buy promoted merchandise.
ANIMASI 2D SEBAGAI MEDIA EDUKASI KESEHATAN GIGI ANAK DI PT. PILAR KREATIF TEKNOLOGI DI DENPASAR

2D animation is one of the oldest forms of animation in the world. Because when it was first created, 2D animation was drawn on a rotating round paper media. On the surface of the paper, there are several images that when viewed using a special tool will create the illusion of movement called animation. 2D animation also continues to grow. Until now, 2d animation continues to be used for entertainment, education, or education needs, to marketing and commercial advertising. Because there are many advantages of 2D animation that 3D animation does not have. The data analysis method used is descriptive qualitative analysis, namely an examination that describes explaining facts about 2D animation as a medium for children's dental health education. The basic rule of qualitative examination is to process and investigate the collected information into precise, efficient, and organized information. 2D Animation as Educational Media for Children's Dental Health with the title "Lala and the Cookie Monster" uses 2D animation in the form of motion graphics which aims to provide education to children about how to care for and maintain teeth in reducing sugary foods or drinks. This 2D animation project is an Internship or Practical Work project carried out at PT. Creative Pillar of Technology and very useful for students, especially for Visual Communication Design students. Because here we get real work on how projects are being carried out at partners starting from the process of receiving data or briefs, brainstorming processes, and visualizing processes to finishing processes.
Energy curve and histogram thresholding implementation and evaluation with Aquila Cross-entropy optimization algorithm

This work proposes the implementation of minimum cross-entropy thresholding based on the aquila optimizer (MCE-AO) for the segmentation of base images and support to visually differentiate the different tissues present in the region. As an alternative to segmentation, the energy curve of the images was used, the energy curve has interesting properties, since it considers the spatial contextual information of each image and not only the intensity of the pixel as the histogram does, and in contrast to the histogram, the energy curve seems to be smoother by preserving the valleys and peaks. A comparison was made between the results calculated by the Aquila optimizer algorithm histograms of each image and the energy curve calculated for each image, showing considerable improvements in mean fitness. The quality of the segmented images was evaluated with the PSNR, SSIM and FSIM metrics, with the histogram and the energy curve, and a comparison of each of the results was made, showing improvement in the quality of the images segmented with the energy curve.
Algorithm for the selection of questions focused on education 4.0 using fuzzy logic

The objective of the present work is to apply fuzzy logic in an algorithm that supports decision-making for the selection of reagents (questions) focused on education 4.0, for which the Delphi method is used to identify the process that must be followed when selecting the questions, that must be presented to students when they use a content reinforcement tool or system that is focused on evaluating student knowledge. The area of Artificial Intelligence IA has several areas of knowledge that could be applied in this algorithm, however, due to the fact that the ways of learning of the students are not known, the fuzzy logic technique is chosen since the sets They can present fuzzy data or with a membership function that varies according to the learning style of the learner.
GPT4 is Slightly Helpful for Peer-Review Assistance: A Pilot Study

In this pilot study, we investigate the use of GPT4 to assist in the peer-review process. Our key hypothesis was that GPT-generated reviews could achieve comparable helpfulness to human reviewers. By comparing reviews generated by both human reviewers and GPT models for academic papers submitted to a major machine learning conference, we provide initial evidence that artificial intelligence can contribute effectively to the peer-review process. We also perform robustness experiments with inserted errors to understand which parts of the paper the model tends to focus on. Our findings open new avenues for leveraging machine learning tools to address resource constraints in peer review. The results also shed light on potential enhancements to the review process and lay the groundwork for further research on scaling oversight in a domain where human-feedback is increasingly a scarce resource.
Importance of equivariant and invariant symmetries for fluid flow modeling

Graph neural networks (GNNs) have shown promise in learning unstructured mesh-based simulations of physical systems, including fluid dynamics. In tandem, geometric deep learning principles have informed the development of equivariant architectures respecting underlying physical symmetries. However, the effect of rotational equivariance in modeling fluids remains unclear. We build a multi-scale equivariant GNN to forecast fluid flow and study the effect of modeling invariant and non-invariant representations of the flow state. We evaluate the model performance of several equivariant and non-equivariant architectures on predicting the evolution of two fluid flows, flow around a cylinder and buoyancy-driven shear flow, to understand the effect of equivariance and invariance on data-driven modeling approaches. Our results show that modeling invariant quantities produces more accurate long-term predictions and that these invariant quantities may be learned from the velocity field using a data-driven encoder.
Keystroke Dynamics for User Identification

In previous research, keystroke dynamics has shown promise for user authentication, based on both fixed-text and free-text data. In this research, we consider the more challenging multiclass user identification problem, based on free-text data. We experiment with a complex image-like feature that has previously been used to achieve state-of-the-art authentication results over free-text data. Using this image-like feature and multiclass Convolutional Neural Networks, we are able to obtain a classification (i.e., identification) accuracy of 0.78 over a set of 148 users. However, we find that a Random Forest classifier trained on a slightly modified version of this same feature yields an accuracy of 0.93.