Reviewerly/exHarmony huggingface dataset:
PECULIARITIES OF CREATION, USING EDUCATIONAL WEB RESOURCES BY FUTURE TEACHERS OF INFORMATICS AND REQUIREMENTS FOR THEIR PROFESSIONAL ACTIVITY

The article reveals the peculiarities of the use of educational web resources by future computer science teachers and the requirements for their professional activities. The term “educational web resource” has been clarified. The didactic possibilities of educational web resources have been studied and additional types of them have been identified (according to the method of development, method of presenting information, the purpose of development, and place (base) of development). Educational tools and various software tools. Requirements for the development of pedagogical software: didactic, methodological, ergonomic, aesthetic, software and technical, additional specific requirements for the development of pedagogical software: continuity of the didactic cycle of education, the requirement for maximum realization of the possibilities of computer visualization of educational information, the requirement to take into account the sanitary and hygienic standards of work with a personal computer in computer science to the creation and use of the educational web resources: the simultaneous implementation of invariant and variable training of future teachers to work at school in terms of informatization of education; the need to supplement the content of disciplines with blocks of lines that reflect global trends in terms of informatization of society and education; inclusion in the curriculum of subject teachers of elective subjects in the aspect of informatization of education. The stages of preparation of future computer science teachers for the creation and use of educational web resources are identified and the requirements for this process are determined: basic, practice-oriented, and professional-oriented.&#x0D; Keywords: features; use; creation; educational web resources; future teachers; computer science; requirements; professional activity; software.
Sensor Based Wheelchair by Speech Recognition

Abstract: According to research there are about 6 million populations in the world who are paralyzed and needs a wheelchair for their mobility. Earlier the wheelchairs had to be moved and be externally supported by any person. To help overcome this “joystick-controlled wheelchairs” are developed. But in regular use, these joystick-controlled wheelchairs became difficult to use. Especially in the case of paralyzed people, the use of joystick became more difficult due to the hard buttons and unidirectional use of the joysticks. To overcome these problems, we’ve tried to develop a “gesture-controlled wheelchair” which can be moved with a slight tilt of the hand. This can be used in both hands and can be controlled to come to the user from a distance. The current work is implemented with Arduino based devices such as Arduino UNO processors and programmed through Arduino IDE. Keywords: Sensor wheelchair, Arduino NANO, L293D, PCB, Bluetooth Module, Arduino IDE
Pengaruh Model Pembelajaran Blended Learning Terhadap Keaktifan Belajar Siswa Kelas IV SD Se-Gugus Ahmad Yani Kecamatan Majenang

&lt;p&gt;&lt;em&gt;Student learning activity is very important and affects the character of students. This study aims to determine the influence of blended learning models on students' learning activity. This research uses quantitative approach with experimental method. The population in this study was grade IV elementary school students in Ahmad Yani group of 195 with a sample of 61 students. Data collection techniques using questionnaires. The validity test of the instrument used is the validity of the contents and look for different power using the product moment correlation formula. Instrument reliability using the Alpha Cronbach formula. The prerequisite test of the analysis conducted is a test of normality and homogeneity.The results prove that blended learning model has a significant effect on students' learning activity. This can be indicated by a sig value of 0.001 ≤ 0.05.&lt;/em&gt;&lt;/p&gt;
Ethereum Blockchain Wallets

Abstract: Blockchain technology is an evolving technology which is revolutionizing the IT industry by providing better security and efficiency. This technology can help to solve different kinds of problems in the industrial sphere, such as trust, transparency, security and reliability of data processing. I theory, the use of Blockchain technology shows great and positive results. Ethereum is the most widely used blockchain platform because of its unlimited block size. Many sophisticated problems with smart contracts can be solved with Ethereum and the removal of any third party organization which may interfere in transactions and it is easier to implement compared to other blockchain technologies. In this paper the benefits and drawbacks of wallet based on Ethereum blockchain are analyzed. Many already implemented wallets on Blockchain technology were studied, as well as affected success or problems factors during the implementations. This paper aims to analyze conveniences and difficulties related to the Blockchain integration to a wallet and implementation in the different fields of modern industry
Expert system for damage diagnosis on laptop using forward chaining method

Expert system is a computer-based system that uses knowledge. Facts and reasoning techniques in solving a problem can usually only be done by an expert in that field. In this case the author examines the damage to the laptop, the laptop is one of the computing equipment that can help humans in carrying out work, the use of laptops has increased according to needs. With the large number of users, the potential for damage to the laptop will also be greater. The problem in this research is how to write a system that can make it easier for users to diagnose damage to laptops. The method used by the author in making this expert system is Forward Chaining. The system to be built is a computer-based system. The diagnosis generated by this system is also equipped with the types of damage and symptoms on the laptop. The system will also analyze the answers to each question posed, so that diagnostic results are obtained based on the existing knowledge in this expert system.
Sosialisasi Penggunaan Media Pembelajaran E-Learning Berbasis Model Problem Based Learning Dalam Meningkatkan Motivasi Belajar Dan Hasil Belajar Peserta Didik Di MA Putra Al-Islahuddiny Kediri Kabupaten Lombok Barat

Education is a very fundamental need for everyone until the end of his life. Education is a form of learning, with education we gain knowledge and skills both individually and in groups. E-learning media is the basis for the development of information and communication technology. This learning model involves students as a whole in solving a real problem, PBL is a contextual approach, which is student-centered. With PBL this can increase curiosity. The purpose of this study was to determine the effect of e-learning media based on problem based learning models in increasing students' motivation and learning outcomes at MA Putra Al-Islahuddiny Kediri. The method used starts from planning to the final stage, namely the conclusion. Based on a learning motivation questionnaire from twenty aspects of the statement, the highest in statement six is ​​88% and the lowest is in the nineteen aspect, which is 60%. The learning outcomes before using e-learning media based on problem based learning models had an average value of 75%, but after using e-learning media based on problem based learning models there was an increase in learning outcomes, namely 85%. So that students can be motivated in learning to use e-learning media based on problem based learning so that there is an increase in learning outcomes.
Construction of Digital Culture Copyright Protection System Based on Blockchain Technology

Digital cultural copyright protection is an important means of digital cultural works protection.The existing digital cultural copyright protection has some problems in data storage security, rights confirmation efficiency, traceability means and copyright transaction.As an emerging technology in the Internet era, Blockchain can mobilize the enthusiasm of the whole network nodes and improve the security and reliability of digital culture copyright protection.By analyzing the applicability of Blockchain technology in digital culture copyright protection, a digital culture copyright protection system based on Blockchain technology is constructed.
Pembuatan Aplikasi Berbasis Website Untuk Rekomendasi Fakultas dengan Algoritma C4.5

unstable and easily influenced in decision-making, and one of the most frequent occurrences is the mistakes in determining their faculty. In this case, the application in the form of a faculty recommendation website aims to help students make the right decisions, and the teachers take a role as an admin to view the student data. This application is made using ASP.NET and JavaScript for the front-end and Python and C# for the back-end. Using the C4.5 algorithm, the faculty can recommend the students accordingly based on their hobbies and the grade criteria entered into the system. By calculating the C4.5 algorithm, it will produce a Decision Tree. The decision tree will be more accurate if there is more training data, thus making the system better and more accurate. The results generated on this website are still less accurate because the training data used is still small.
The Effectiveness Of Using Ice Cream Stick Media In Increasing The Calculation Of Children Aged 5-6 Years Old In Nagari Muara Sakai Pesisir Selatan District

This research is motivated by the low numeracy skills of children. It is suspected that the child's low numeracy ability can be caused by many factors, including inappropriate learning methods, lack of parental/environmental support, unattractive learning facilities/media, and low levels of children's intelligence. This study aims to determine the ability to increase the effectiveness of using ice cream sticks in improving the numeracy skills of children aged 5-6 years in Nagari Muaro Sakai, Pesisir Selatan Regency. The type of research is quantitative with a quasi-experimental method with a pretest and posttest design. The population of this study were 20 children aged 5-6 years in Nagari Muaro Sakai, with a study sample of 8 children taken by purposive sampling technique. Data analysis used paired sample t-test. Before being given the action (pretest) the child's numeracy ability was categorized as not yet developed, after being given the action (posttest) the child's numeracy ability was categorized as developing and there was an influence of ice cream stick media on the child's ability to count. Sig 0.000 &lt; 0.05. It is suggested to AUD parents and educators to use ice cream stick media in developing numeracy skills in children.Keywords: Ice cream stick media, Counting Ability
On modal forms of the two-parametric weak intuitionistic fuzzy implication

In this paper new modal forms of the two-parametric weak intuitionistic fuzzy implication are introduced. Fulfillment of some properties, together with Modus Ponens and Modus Tollens inference rules, are investigated. Negations generated by implications are presented.
A Strategic Design and Construction of a Non-Native Voice Data Set of Korean Speech for AI Model Training

This study proposes an effective data-building strategy for non-native voice data of Korean speech for automatic speech recognition. To maximize the effectiveness of this low-resource L2 data, we used a design methodology targeting major L1 speaker populations, specifying topic domains, and amplifying L1-based phonetic errors, and accordingly collected over 4300 hours of reading and free speech data from speakers of Chinese, English, Japanese, Thai, Vietnamese, and 62 other languages. This data set is expected to contribute significantly to error reduction in speech recognition and to future research and model development for the assessment and education of Korean.
The Link between Economic Growth, Exports and Imports in Ethiopia: A Vector Auto Regressive Analysis

The relationship between exports, imports and economic growth of Ethiopia has been investigated in this paper for the period 1981-2018 by using annual data from World Bank.For the analysis, Vector Auto Regressive Model, Johansen co-integration analysis and the Granger-Causality tests were implemented.The outcome of the analysis reveals that there is no co-integration relation between exports, imports and economic growth in Ethiopia.Conversely, we found that there is a strong evidence of bidirectional causality between exports and economic growth and a unidirectional causality from export to import.There is also a causality running from import to exports at a 10% significance level that witnessed weak bidirectional causality between imports and exports.This shed light on the importance of giving more emphasis on export-led growth by Ethiopian policy decision makers.
Hostile social media harassment: A machine learning framework for filtering anti-female jokes

Drawing motivation from the non-existing computational criteria that blocks abusive contents targeted at female folks on social media from weird contents capable of hurting, offending, or intimidating the feelings; we present a machine learning framework for an intelligent filtering of information regarding anti-female jokes on social media discourse using multi-class classification. Our framework trains, validates and test neural network algorithm with data set sourced from chat rooms on social media handles with the goal of detecting and filtering expression(s) available in online jokes defined in terms of harsh, mild and neutral anti-female jokes. During implementation, the prototyped model recorded a performance accuracy of 92.9 %. This performance though high with the available limited data set is yet to attain the desired level of accuracy due to lack of consistent rules that distinguish various classes of anti-female jokes. In future, this model will be deployed to achieve unhindered discourse on social media by implementing an intelligent filtering system that could identify, classify and block unwanted contents.
Cross-Platform Development Based on Web Technologies to Support Solutions in Problem-Oriented Management Systems

Against the background of high competition and the need to adapt to constantly changing conditions and market needs, many companies are beginning to prefer technologies that allow for increased flexibility and speed of development, as well as reduce the number of specialists involved in this development. The article discusses web tech-nologies and approaches to their application, allowing to transform web applications into mobile and desktop, expand-ing their functionality and capabilities to solve management problems in problem-oriented systems, describes the results of the use of technologies for media applications
DIGITAL MONEY: OPPORTUNITIES AND CHALLENGES

Many parallel currencies have always circulated alongside the official currency. Today, a new generation of money is emerging from new technologies: “crypto-currencies”, the best known example of which is bitcoin. Although they constitute a remarkable technological advance, they raise many ethical and economic challenges, which this article tries to shed light on. These assets could eventually become new means of payment, or even units of account, thus reducing the demand for fiat currencies or central bank money. However, crypto-assets are too unstable and risky to really threaten fiat currencies. In this context, a group of leading economists and central bankers wondered whether advances in computing would make central banks obsolete. The digital age means new challenges, but also new opportunities for central banks. The motives for issuing an MDBC would therefore be to provide the public with a dematerialized monetary instrument without liquidity or credit risk that is resilient and easy to access, to curb the growth of crypto-assets and preserve monetary sovereignty. Key words: Digital Currency, Crypto-Currency, Central Bank, Sovereignty, Monetary Policy.
Sistem Pendukung Keputusan Kelayakan Pendonor Darah menggunakan Metode Analitical Hierarchy Process di UTD PMI Kota Bengkulu

In this computerized era, agencies need a system that can produce information quickly, accurately, effectively, and efficiently. This system is expected to provide solutions to decision makers in determining the right steps to determine a decision. The use of computerized systems does not only touch the business world but also in the health sector, including the decision-making process for the eligibility of blood donors. Because the decisions made by a PMI officer in blood donation activities will have a major impact on the health of several people concerned, PMI must be very careful in allowing or prohibiting potential blood donors to donate blood. This is the basis of the research. The research is to create a decision support system for PMI officers to be able to decide the eligibility of potential donors. The method used in the decision consideration is the AHP (Analytical Hierarchy Process) method. The results of this study are in the form of a ranking report from the results of the calculation of the AHP method on the value of each criterion.
PENGEMBANGAN E-LKPD DENGAN MODEL INKUIRI TERBIMBING BERBASIS ANDROID PADA MATERI KINGDOM PLANTAE UNTUK PESERTA DIDIK SMA KELAS X

The aims of developing LKPD with an Android-based guided inquiry model can provide innovations in the learning process by utilizing increasingly sophisticated information technology. To minimize problems that occur in the learning process during the pandemic. The development method uses the Thiagarajan, 4-D model, this model consists of 4 stages of development, namely define, design, develop, and disseminate. The results of product development The e-LKPD product that has been developed is valid and feasible to use and can be used as an alternative to solving problems in the learning process found at SMA IT Cinta Illahi, by using the e-LKPD it is hoped that the learning process will be more efficient, the direction of learning is participant-centered so that students can find and solve problems by the direction of the teacherKata Kunci :e- LKPD, Inkuiri Terbimbing, Plantae
The Roles of Central Bank Digital Currency over Physical Currency

The technology and innovation are the keys used to unlocked impossible imaginations to become possible towards achieving unexpected individual and organizational desired objectives. This study focused on the roles of unprecedented phenomenon called central bank digital currency (CBDC) over physical currency. Initially, the total of 146 articles from various research databases ranging from the year 2018 to 2021 were downloaded. However, 35 articles were reviewed from the total articles downloaded and selected as the study sample size by meeting the title, abstract and contents criteria. Furthermore, the results of this study employed systematic literature review (SLR) to explain in details why CBDC should be chosen and how it supersede the traditional physical currency based on individual and organizational perspectives. The study assesses the roles of CBDC based on three parameters such as features, perceived benefits and challenges of both CBDC and Physical Currency. It also revealed that CBDC can replaces the use of physical currency depends only on how people, businesses perceive the features, benefits (better allocation, accessibility, interest bearing, convertibility and cost reduction) and possible challenges (reverse of the benefits) associated with CBDC compare to it counterpart.
Deep visible to thermal infrared style transfer in dynamic video sequences

Visible and thermal infrared are two imaging modalities which are used in a variety of applications. In deep learning we need large datasets to be able to train and optimize the algorithms. In thermal infrared imaging, there is a lack of large datasets. This work proposes a deep learning approach to transform visible light images into thermal infrared images using video sequences with moving objects. We propose to use and optimize a CycleGAN algorithm to transform frames from one spectrum to another by training two generators and two discriminators. The results are promising with impressive qualitative and quantitative results.
Penerapan Customer Relationship Management (CRM) Dalam Sistem Informasi Penjualan Kosmetik Berbasis Web

CRM is a marketing strategy to create and maintain a good relationship with customer and decrease the possibility customer move away to other competitors. This research present the analysis of web-based CRM development in Marketing Information System at Toko ZU MS GLOW SUMUT STOCKIST. The result is an CRM web-based system which can manage customer data, product promotion, product sales data and managing of customer service that used to save customer question and complain to create good relationship with customer. This application, Toko ZU MS GLOW SUMUT STOCKIST is expected to mantain good relationship with customer or get new customer, which eventually bring benefits to the company. With this method, results can be obtained in the form of the realization of a Customer Relationship Management Application to simplify, accelerate and optimize the quality of customer service
Pembuatan Game Hack-and-Slash dengan Deck Building 2D “Need More Gold”

“Need More Gold” is a hack-and-slash dan deck-building game build for PC platform. Player will play as a boy exploring an abandon castle. “Need More Gold” use keyboard as the main control to move the character, cards dan consumables. In this game, players will play as a character who will explore an old castle and search for abandoned treasures. Players will fight many monsters, collect objects to defeat existing bosses until the player finally reaches the deepest part of the castle and finds the treasure. This game created by Unity game engine with C# as the programming language. Testing has been done by Black Box Testing, Alpha Testing by lecturer and Beta Testing by sharing and filling questionaires to 30 respondents. The result is the game has normal difficulty level for people who have played at least one of the genre and hard difficulty level for those who haven’t played before.
Klasifikasi Kematangan Buah Pisang Ambon Menggunakan Metode KNN dan PCA Berdasarkan Citra RGB dan HSV

Banana fruit or in scientific language is called Musa Paradisiaca. One type of banana that is easy to grow and develop in the tropics of Indonesia is the Cavendish Banana or commonly known as the Ambon Banana. The quality of Ambon bananas must be maintained because Ambon bananas grown in Indonesia also supply the needs of foreign markets. The quality of bananas is very influential from the time of harvesting, the level of maturity of bananas is related to marketing reach. Basically, farmers use manual methods in determining the maturity level of Ambon bananas, so there are several factors that can make the classification results less accurate. Based on these problems, a system was made to classify the maturity level of Ambon bananas by utilizing the RGB and HSV color features using the K-Nearest Neighbor (KNN) method. Classification uses image processing by utilizing matlab software for making a classification system with 3 classes, namely raw, ripe, and overcooked. The results of this study are expected to help Ambon banana farmers in classifying the maturity level of Ambon bananas. In this study using data obtained from the place of observation. The data used in this study were 41 data which were divided into 30 training data and 11 test data. The data is classified using the KNN method by measuring the distance to the nearest neighbor with a value of K=5. From this study, the results obtained accuracy of 90.9% with the results of the classification of test data as many as 10 data received accurate classification results and 1 data received inaccurate classification results.