Reviewerly/exHarmony huggingface dataset:
Semantic analysis of literary works in selected song lyrics and poems at English textbooks for grade XI of senior high schools

This study aims to discover the semantic meaning focused on non-literal meaning of figurative language found in selected literary works of song lyrics and poems in the English Textbooks Grade XI of Senior High School published by Tiga Serangkai and the Ministry of Education and Culture. This study applied a descriptive qualitative method. The results of the study indicated several types of figurative language such as metaphor, hyperbole, simile, personification, depersonification, symbol, antithesis, litotes, alliteration, with the highest frequencies are metaphor and hyperbole, while the lowest frequencies are depersonification and symbol. As for the High Order thinking skill practice, it should be seen by implementing song lyric and poem materials in the teaching and learning process which include observation, question, association, experiment, and network. Therefore, it suggested an analysis evaluation and assessment provided in school textbooks to see the use of the textbooks with High Order Thinking Skill (HOTS) practices.
Sustainable development of a researcher’s career trajectory

The ongoing Covid-19 pandemic has taught everyone that longterm planning and execution, which have always been taken for granted, are not a given. In many contexts, stagnation was the initial outcome of hard lockdowns. As international travel ground to a halt, the lack of mobility seriously hampered scholarly personal interaction as an essential part of the career development of especially early-career researchers. While the focus of this paper is not on the current or future effects of the pandemic, the temporary inaction associated with Covid might be seen as a wake-up call for an active, rigorous effort towards sustainable development. Education faculties and their research entities have a duty towards both earlycareer and established researchers to develop strategies through which a steady development path can be maintained despite local, national and international disruptions. The notion of sustainable development of researchers’ career trajectories implies a long-term approach to incessant growth, expansion and skills improvement, leading to maintained and increased productivity as well as higherquality research outputs. This paper explores strategies that may be followed by authorities and individuals that focus on a positive career trajectory for both early-career and established researchers. The question to be answered is how continuous development can be facilitated. The answers lie, inter alia, in stimulating a lifelong interest in research during pre-graduate and doctoral students’ introduction to research theory and practice, constantly building capacity through increased research skills levels. Mentorship offered by established researchers can also be seen as part of their own prolonged development. In addition, of equal importance is the development of the ability among individual researchers and project groups to take responsibility for their own career trajectory.
SoCS 2012 Organization

List of organizers and program committee for the Fifth Annual Symposium on Combinatorial Search held in 2012.
PENGARUH MOTIVASI DAN KEDISIPLINAN TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS V DI SDN GLAGAHARUM

Improving the learning achievement of students is an effort to improve the quality of education. The factors that affect the low learningachievementof student include internal and external factors. This research aims to describe how motivation and discipline affect the learning achievementof fifth grade students at SDN Glagaharum. The independent variable in this study are motivation an discipline, then the dependent variables are the result of learning. The instrument used to collect and obtain respondents data on motivation and discipline in this study is a questionnaire, data analysts use regressin analysis. Based on the results of the research that has been done, it is concluded that there is a significant influence between motivation and discipline of learning on the learnig outcomes of students in fifth grade at SDN Glagaharum. Given how important motivation and discipline are to learning outcomes, there needs to be high motivation and discipline in students to achieve the desired achievement
Correction to “An Analytical Predictive Models and Secure Web-Based Personalized Diabetes Monitoring System”

In the above article <xref ref-type="bibr" rid="ref1" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">[1]</xref> , the affiliation of the first author is changed to “Department of Information Systems, College of Computer and Information Science, Princess Nourah Bint Abdulrahman University, Riyadh 11671, Saudi Arabia”.
Studying “Avatar Transitions” in Augmented Reality: Influence on Sense of Embodiment and Physiological Activity

The impact of avatar transitions, in which an avatar's appearance is changed, has been little studied. We implemented an avatar transition system that is decomposed into two parts: an active one and a passive one. In the active transition, the avatar's appearance is transformed according to the user's physical action. In the passive transition, users automatically experience the same transition without physical action. The influence of transitions on the user's physical performance and the sense of embodiment was explored. Our results show that active transitions increase the sense of agency and magnitude of surface electromyography (sEMG) compared to passive transitions, and both transitions increase the sEMG magnitude following the virtual Reality embodiment.
IMPLEMENTATION OF MULTI-THREADING ON THE ARCHITECTURE OF NEXPERIA MULTIMEDIA PROCESSORS

The structure of multiprocessor systems based on the architecture of modern Nexperia multimedia processors with a 32-bit computing core is considered. The fields of application of multimedia processors as general purpose processors and their data processing functions are studied. Multimedia processors use either functional architectures with limited flexibility but higher speed and efficiency, or programmable architectures with increased flexibility. The architecture of one of the Nexperia processors - TriMedia TM-1300 is analyzed and the diagram of its main components, the principle of operation of the central arbitration of the processor bus and methods of increasing its speed are given. Advanced general-purpose processors have been found to provide multimedia support by incorporating new multimedia instructions and executing them in parallel using a SIMD coprocessor approach. They provide multimedia support, including multimedia instructions in the instruction set. Instead of performing specific multimedia functions (such as compression and 3D graphics), multimedia processors provide purpose-built instructions to support general video processing operations. These instructions include support for 8-bit data types (pixels), efficient data addressing, and I/O instructions. The article examines the possibilities of software implementation of the parallelization of processors using parallel processing technologies, which is achieved by dividing one execution of a task into several independent smaller tasks. A software implementation of the work using a static and anonymous method is proposed. The program codes and the results of their testing are given. It has been proven that the division of different parts of the task between several computational resources of the CPU allows to reduce the execution time of the program and improves the potential computing power of the computer system.
Security Clearance and Polygraph Examination

This research provides the insight into the problematics of the security clearance process that is very important in the field of national security.The security clearance must be passed by everyone who has the access to sensitive information.One of the steps in this process is polygraph examination that verify the trustworthiness of the applicant.The purpose of this paper is to show that the polygraph results are valuable although there are still doubts about its accuracy in scientific community.
DEVELOPMENT OF CREATIVE SKILLS OF PRIMARY SCHOOL STUDENTS IN THE PROCESS OF DESIGNING SEWING PRODUCTS

The experimental work revealed the disconnection between students’ knowledge and their abilities and skills, i.e. knowledge of the means of carrying out the activity does not yet indicate mastery of the work. Adolescents absorb the entire volume of information about the graphic and design features of the stages of design activity very quickly, but the most interesting (at this stage) cognitive component of the activity is already behind, there remains work on the formation of special abilities and skills, which requires patience, diligence, willpower, accuracy, perseverance, etc. This is a longer stage than the stage of the assimilation of knowledge. If the lessons are built in such a way that the same design technique is repeated for a long time in action, then children lose interest in knowledge. The monotony of activity is tiring, and this contradicts the psychological characteristics of teenagers. It is not possible to achieve high professionalism in design and construction activities even when performing several works (within the same design) in a row.That is why the system of creative tasks developed by us is built in such a way that the cyclical repetition of the structures being developed and the execution of technical modeling at a higher level of complexity are carried out. In addition, in the process of developing a model at all successive stages of design activity (designing a model, developing a design and performing technical modeling of a product), the students’ skills are constantly improved.It is necessary to constantly monitor the fact that the acquisition of knowledge, skills, and abilities is carried out through the personal interest of schoolchildren. For this purpose, we have developed and proposed, in addition to the main, a set of variable tasks, unconventional for performing model design, as part of the school program.The following generalized directions have been established, according to which we propose to evaluate the peculiarities of the organization of special activities for schoolchildren in the lessons of labor training: the organization of activities that promotes the development of creative abilities of the individual at each stage of design activity; organization of independent participation of schoolchildren in special activities; creation of conditions for activation of creative abilities; humanistic approach to the educational process.&#x0D; Keywords: design; drawing; creativity; task; cards; ability; activity; model; subject; product.
Automatic Bilingual Phrase Dictionary Construction from GIZA++ Output

Modern encoder-decoder based neural machine translation (NMT) models are normally trained on parallel sentences. Hence, they give best results when translating full sentences rather than sentence parts. Thereby, the task of translating commonly used phrases, which often arises for language learners, is not addressed by NMT models. While for high-resourced language pairs human-built phrase dictionaries exist, less-resourced pairs do not have them. We suggest an approach for building such dictionary automatically based on the GIZA++ output and show that it works significantly better than translating phrases with a sentences-trained NMT system.
The Effect of gamification, design and service on marketing strategy of Mobile Legend (ML) in Manado

This study aims to determine the effect of gamification on the marketing strategy of Mobile Legend (ML) in Manado, the effect of design on the marketing strategy of Mobile Legend (ML) in Manado, the effect of service on the marketing strategies of Mobile Legend (ML) in Manado and the effect of gamification, design and service simultaneously on the marketing strategy of Mobile Legend (ML) in Manado. The research approach used in this research is quantitative using associative method. Collecting data in this study using research questionnaires. The data analysis technique in this study used multiple linear regression analysis. The results showed that (1) Gamification had a significant effect on the Marketing Strategy of Mobile Legend (ML) in Manado, (2) Design had a significant effect on the Marketing Strategy of Mobile Legend (ML) in Manado, (3) Service had a significant effect on the Marketing Strategy of Mobile Legend (ML) in Manado and (4) Gamification, Design and Services have a significant effect on the Marketing Strategy of Mobile Legend (ML) in Manado
Alat Pendeteksi Kebakaran Dini Berbasis Internet Of Things (IoT) Menggunakan NodeMCU Dan Telegram

One of the unpredictable disasters is fire. Fires often occur in densely populated areas and are triggered by a variety of factors, for example an electric short circuit. Usually a fire disaster is only realized when the fire has grown and has spread to all places. Based on these problems, a solution is needed to prevent the occurrence of fire disasters, namely by designing an Early Fire Detection Tool Based On Internet of Things (IoT) Using NodeMCU And Telegram. The microcontroller used in this study is NodeMCU which is equipped with WiFi ESP8266. This tool uses two fire sensors, namely the LM393 type fire sensor and the KY-026 type fire sensor, besides that this tool also uses buzzer which is used to provide warnings in the form of sound and Light Emitting Diode which are used as a sign that the microcontroller is connected to Telegram. This study produces a device that can send notifications in the form of messages to the user's telegram if the two fire sensors detect the presence of fire in which the two fire sensors can detect the source of the fire up to a distance of 50 cm. This tool can make it easier for users to monitor the condition of the room in real - time by sending messages through the telegram application and this tool will reply to the message automatically according to the conditions of the two fire sensors.
VARIATION TEACHING METHOD OF PRE-SERVICE TEACHER IN MICRO-TEACHING CLASS

This research was based by the interest of researchers to find the methods used by prospective PI English teachers in Padang. The purpose of this research is to find out what methods are used by prospective English teachers . The implementation uses several methods in learning, especially in learning English. This research is a qualitative research. The instrument used is an observation checklist. Data was collected from micro teaching video recordings which were then analyzed based on the observation checklist. The observation checklist is based on the Discover Learning and Problem-Based Learning methods which are then analyzed for the learning process in the recording. The results of this study were found that as many as 8 prospective teachers used Discovery Learning in learning while 2 prospective teachers used Problem-Based Learning in learning in the Micro Teaching class. The conclusion of this study is that all the learning carried out by prospective English teachers is good even though they use different methods. The suggestion is that prospective English teachers should be able to teach it in every phase of the learning method so that the learning objectives can be achieved.&#x0D;
Atypical or Underrepresented? A Pilot Study on Small Treebanks

The Conference on Computational Natural Language Learning (CoNLL) features a shared task, in which participants train and test their learning systems on the same data sets.In 2017, one of two tasks was devoted to learning dependency parsers for a large number of languages, in a realworld setting without any gold-standard annotation on input.All test sets followed a unified annotation scheme, namely that of Universal Dependencies.In this paper, we define the task and evaluation methodology, describe data preparation, report and analyze the main results, and provide a brief categorization of the different approaches of the participating systems.
Increasing Students’ Interest in Learning Mathematics Using the Make a Match Learning Method in Grade V Elementary School

&#x0D; This study uses qualitative research methods, by using qualitative research methods researchers are easier to conduct research by observing students who are the object of research. Researchers also make a match learning method is one method that can be used in the application of a lesson, using this method involves students working actively, because the make a match method is a method that motivates all students to be active and provides opportunities for students to think , are free to express opinions according to the thoughts they get. With this method, it can be seen that the use of this method greatly influences the development of students who are more active in carrying out learning.
Noise Level Estimation in Images Using Haar Wavelets

The paper investigates the possibility and expediency of using the Haar wavelet transform in the problem of estimating the level of discrete Gaussian noise in an image. An algorithm is proposed that uses Haar wavelets to obtain an estimate of the variance of discrete Gaussian noise in a digital image. To reduce the influence of image fragments with a large proportion of high-frequency oscillations of the useful signal, the image is divided into blocks, followed by the selection of blocks with a minimum dispersion. The proposed algorithm is compared with a method based on the use of difference operators for estimating the noise level. This method gives fairly accurate noise variance estimates and has low computational complexity. The results of estimating the variance of the noise of different intensity superimposed on the image by compared methods are presented. Based on the theoretical provisions and the results of experimental studies, it is concluded that the proposed algorithm has the best accuracy in estimating the noise level at lower computational costs.
PENINGKATAN KEMAMPUAN BERPIKIR KRITIS DAN LITERASI NUMERASI MELALUI PEMBELAJARAN DARING BERBASIS SEARCH, SOLVE, CREATE, SHARE (SSCS)

This study aims to describe the improvement of students' critical thinking skills and numerical literacy through online learning based on Search, Solve, Create, and Share (SSCS). This type of research is classroom action research (CAR). The subjects of this study were students of class VIII E of SMP Negeri 1 Sumobito, as many as 32 students. The data collection techniques used observation, questionnaires, tests, and validations. The data analysis in this research used quantitative and qualitative data analysis, which is processed by using the percentage technique. The results of this study indicate that (1) after SSCS-based online learning from cycles I and II, the student's critical thinking and numerical literacy increased by 65.625%. (2) The activity of students in cycle I to cycle II on the indicators of students appreciating the results of other friends' presentations increased by 5%. Other activities also increased from cycle I to cycle II, including indicator one by 12.15%, indicator two by 6%, indicator three by 5%, indicator four by 16%, indicator five by 5.3%, and indicator seven by 14.5%. (3) The implementation of SSCS learning by teachers has increased from cycle I to cycle II by 11.5%.
Recurrent Neural Network for Recognition of Gestures of the Russian Language, Taking into Account the Language Dialect of the Siberian Region

Sign recognition is an important task, in particular for the communication of the deaf and hard of hearing population with people who do not know sign language. Russian sign language is poorly studied, Russian sign language of the Siberian region has significant differences from others within the Russian language group. There is no generally accepted data set for Russian Sign Language. The paper presents a gesture recognition algorithm based on video data. The gesture recognition algorithm is based on the identification of key features of the hands and posture of a person. Gestures were classified using the LSTM recurrent neural network. To train and test the results of gesture recognition, we independently developed a data set consisting of 10 sign words. The selection of words for the data set was made among the most popular words of the Russian language, as well as taking into account the maximum difference in the pronunciation of gestures of the language dialect of the Siberian region. The implementation of the gesture recognition algorithm was carried out using Keras neural network design and deep learning technologies, the OpenCV computer vision library, the MediaPipe machine learning framework, and other auxiliary libraries. Experimental studies conducted on 300 video sequences confirm the effectiveness of the proposed algorithm.
EFEKTIVITAS PENERAPAN PEMBELAJARAN BERBASIS SETS TERHADAP HASIL BELAJAR SISWA SMPIT NURUL WAHDAH PONTIANAK

AbstractThe aims of this research were to determine students’ learning outcome before and after the learning application based on Science, Environment, Technology and Society (SETS) and to assess the effectiveness of learning application based on SETS towards grade eighth students’ learning outcome of SMPIT Nurul Wahdah Pontianak. The form of this research was preexperimental design with one-group pre-test-post-test design. The subject of this research was 31 students of grade eighth. Data collection technique were measurement, direct communication, and observation. The collected data were analyzed using normality test with Shapiro-Wilk test. The normality test result showed that the Sig. values of pre-test and post-test were more than 0.05 which means that data were distrubuted normally. The result of hypothesis test using Paired Sample T-Test showed that Sig. (2-Tailed) value were 0.000 which is less than 0.05. It means that there are differences between pre-test and post-test result. The learning application based on SETS effective enough to increase the students' learning outcome with N-Gain interpretation by 74%.Keywords: Effectiveness, Learning Outcome, SETS
Overcoming the Impact of Online Games through Literacy for Junior High School Students in South Tangerang City

Background: A form of communication technology widely played today is an online game, which is a type of game that utilizes computer networks. However, this type of game can cause addictive effects in the long run, such as in the case of Islamic Junior High School students Raudlatul Hikmah, thereby leading to decreased learning performance. This research aims to provide online game literacy training, such as the development, characteristics, and forms of online gaming, regulation, ethics, and the effects of online games, and tips on overcoming them. Contribution: This research contributes to students' understanding of the development characteristics and forms of online games, as well as the regulations, ethics, and their effects, to overcome its negative impacts. Method: Methods applied include sharing experiences in using online games, presentations and discussions on its literacy, and questionnaire and guided group discussions on online game problems. Results: The results showed that on the average, 82% of students understand the development, characteristics, and types of online games. Meanwhile, 96% understand its effects, while 85% have adequate knowledge of the tips needed to overcome the associated adverse effects. Conclusion: In conclusion, the objectives set by this training program can meet the target of providing online game literacy for Islamic Junior High School students Raudlatul Hikmah