Reviewerly/exHarmony huggingface dataset:
PERANGKAT EDUKASI DESAIN GRAFIS UNTUK MENUNJANG PERKEMBANGAN KBN MAHASISWA STEBI GLOBAL MULIA CIKARANG

STEBI Global Mulia Cikarang Campus is a campus that conducts field practice and teaches students to create a business. KBN is one of the programs that can foster the entrepreneurial spirit of students. From opening a small business when we have serious intentions supported by all its aspects, it is not impossible that the business that is built will become big and continue to grow.The problem isn’t a few students work on this KBN just a formality. When they open a business, walk, then after the KBN period from campus is over, the students closed their businesses.We intend to provide education that graphic design is an important factor to support a business in the millennial era as it is today. Many of the students still don't understand that visual design is very helpful in developing the business they have. Just a small example that we usually see, such as banners, billboards, menu designs, Instagram feeds for digital marketing. These are all things that can help business actors, especially for KBN participants in STEBI Global Mulia, to develop. We intend to organize a graphic design seminar and class for STEBI Global Mulia students. Starting from us holding an introductory seminar, then continuing for practice, and consulting sessions related to graphic design for business development.
Analisis Novo Learning: Media Pembelajaran Bahasa Inggris dalam Meningkatkan English Skills Mahasiswa UPI Kampus Serang

This study aims to determine the influence of Novo Learning in improving student English skills. The type of research used is a quantitative approach. As for the research population, it is the 2nd semester students of UPI Serang Campus who took English courses with a sample of 30 people. The questionnaire data collection technique uses the likert scale method. In addition, the data analysis techniques carried out by researchers are descriptive statistics and inferential statistics. The results showed that there is an influence of Novo Learning: English digital learning media in improving student English skills. This was proved through a simple linear regression test Y = 3.117 + 0.868 X with a correlation value of 0.842 and a regression coefficient validity test using a t test with a calculated ratio of 5.757 &gt; a ttabel of 2.0452. In addition, Novo Learning has a contribution of 70.9% to the English skills variable and another 29.1% is influenced by other factors outside the Novo Learning variable.
Pros and cons of comparing and combining hand-crafted and neural network based DeepFake detection based on eye blinking behavior

Temporal feature spaces are a promising approach for Deep-Fake detection, since DeepFake synthesis is most often done on a frame-by-frame basis.With the existing and upcoming regulations on European level, the EU General Data Protection Regulation (EU GDPR) and Artificial Intelligence Act (AIA) in particular, data minimization and decision transparency are of concern also for such media forensic methods.In order to bring these aspects together, this paper utilizes two different algorithms both analyzing the eye blinking in the videos.The first one is implemented using deep learning to predict blinking behavior.It shows challenges of hyper-parameter tuning for the training of such a model.The second detector uses an existing hand-crafted approach to identify a suitable number of frames (i.e., video duration) required to reliably detect DeepFakes.Considering GDPR concerns, an optimal trade-off between detection performance and data minimization is found in the range of 35 to 40 seconds of video, giving a detection accuracy of 96.88% for the DeepFakes tested. DeepFake detection using deep learning feature spacesEstablished images based DeepFake detectors are by reason of the video compression not always applicable for video data, because video compression results in strong degradation within
Making digital cameras less attractive targets for theft

Cameras are easy targets for theft.They are expensive, small, usually carried in the open, and not easily identifiable when stolen.Unlike cell phones, cameras typically do not have passwords or other login procedures, so the full functionality is generally available to anyone with physical access to the camera, and stolen cameras behave indistinguishably from ones operated by their legitimate owners.The current work examines various methods for making cameras less attractive targets for theft without significantly increasing either camera cost or the complexity of the user interface and interactions.Many of the new methods use various forms of anomalous behavior identification to enable the camera to passively recognize when it is likely that the person operating the camera is not the owner.
Orchestration of co-operative and adaptive multi-core deep learning engines

Automated driving functions, like highway driving and parking assist, are increasingly getting deployed in high-end cars with the goal of realizing self-driving car using Deep learning (DL) techniques like convolution neural network (CNN), Transformers etc. Deep learning (DL)-based algorithms are used in many integral modules of Advanced driver Assistance systems (ADAS) and Automated Driving Systems.Camera based perception, Driver Monitoring, Driving Policy, Radar and Lidar perception are few of the examples built using DL algorithms in such systems.These real-time DL applications requires huge compute requires up to 250 TOPs to realize them on an edge device.To meet the needs of such SoCs efficiently in-terms of Cost and Power silicon vendor provide a complex SoC with multiple DL engines.These SoCs also comes with all the system resources like L2/L3 on-chip memory, high speed DDR interface, PMIC etc to feed the data and power to utilize these DL engines compute efficiently.These system resource would scale linearly with number of DL engines in the system.This paper proposes solutions to optimizes these system resource to provide cost and Power efficient solution.( 1) Co-operative and Adaptive asynchronous DL engines scheduling to optimize the peak resources usage in multiple vectors like memory size, throughput, Power/ Current.(2) Orchestration of Co-operative and Adaptive Multi-core DL Engines to achieve synchronous execution to achieve maximum utilization of all the resources.
Agile software development: Impacts and challenges within distributed teams

In agile software development, rapid tasks, which are called the story and collaboration between team members are a necessary requirement. To achieve this, teams need to adhere steps such as active meetings, face-to-face meetings, continuous meetings and cooperation between the work team. However, Separation through geographical distance, time zones, and culture has an influence on the ability of members of a distributed team to work with each other as one team in distributed software development. We determined that trust among members of a distributed team is critical for bridging spatial, behavioral, and cultural barriers so that they can collaborate as one team. In this paper, we discuss the obstacles and challenges of using Agile in a distributed team’s environment and recommend a proposed solution of four steps and procedures to solve these issues. The validation of the proposed solution is done by using a survey and the results indicate that communication efficiency has positive effects and found encouraging effects on functionality, quality, and on-budget completion.
Age-specific perceptual image quality assessment

With the development of image-based applications, assessing the quality of images has become increasingly important.Although our perception of image quality changes as we age, most existing image quality assessment (IQA) metrics make simplifying assumptions about the age of observers, thus limiting their use for age-specific applications.In this work, we propose a personalized IQA metric to assess the perceived image quality of observers from different age groups.Firstly, we apply an age simulation algorithm to compute how an observer with a particular age would perceive a given image.This age simulation algorithm adapts the input image according to an age-specific contrast sensitivity function (CSF), which predicts the reduction of contrast visibility associated with the aging eye.Then, we combine the age simulation algorithm with existing IQA metrics to calculate the age-specific perceptual image quality score.To validate the effectiveness of our combined model, we conducted psychophysical experiments in a controlled laboratory environment with young (18-29 y.o.), middle-aged (30-54 y.o.), and older (55+ y.o.) adults, measuring their image quality preferences for 84 test images through pairwise comparisons.The statistical analysis shows that the predictions by our age-specific IQA metric are well correlated with the collected subjective IQA results from our psychophysical experiment.
Multimodal contrastive learning for unsupervised video representation learning

In this paper, we propose a multimodal unsupervised video learning algorithm designed to incorporate information from any number of modalities present in the data.We cooperatively train a network corresponding to each modality: at each stage of training, one of these networks is selected to be trained using the output of the other networks.To verify our algorithm, we train a model using RGB, optical flow, and audio.We then evaluate the effectiveness of our unsupervised learning model by performing action classification and nearest neighbor retrieval on a supervised dataset.We compare this triple modality model to contrastive learning models using one or two modalities, and find using all three modalities in tandem provides a 1.5% improvement in UCF101 classification accuracy, a 1.4% improvement in R@1 retrieval recall, a 3.5% improvement in R@5 retrieval recall, and a 2.4% improvement in R@10 retrieval recall as compared to using only RGB and optical flow, demonstrating the merit of utilizing as many modalities as possible in a cooperative learning model.
Repeated Potentiality Augmentation for Multi-layered Neural Networks

The present paper proposes a new method to augment the potentiality of components in neural networks. The basic hypothesis is that all components should have equal potentiality (equi-potentiality) to be used for learning. This equi-potentiality of components has implicitly played critical roles in improving multi-layered neural networks. We introduce here the total potentiality and relative potentiality for each hidden layer, and we try to force networks to increase the potentiality as much as possible to realize the equi-potentiality. In addition, the potentiality augmentation is repeated at any time the potentiality tends to decrease, which is used to increase the chance for any components to be used as equally as possible. We applied the method to the bankruptcy data set. By keeping the equi-potentiality of components by repeating the process of potentiality augmentation and reduction, we could see improved generalization. Then, by considering all possible representations by the repeated potentiality augmentation, we can interpret which inputs can contribute to the final performance of networks.
Didactic games for the English Language Teaching (ELT) according to the learning styles of the students

This paper offers a brief reference on learning styles, specifically the NLP Neurolinguistic Programming or better known as VAK (visual, auditory, kinesthetic) of Bandler and Grinder. The results of the diagnosis applied to a group of high school students to determine the learning styles of the students in the teaching of the English language are offered. For this purpose, didactic games were elaborated taking into account the students' learning styles with the methodological procedure to be used in the classroom by the teacher. An analysis of the students' learning behavior after their participation in the elaborated didactic games was carried out through the application of instruments such as the teacher interview, student surveys and the observation of the classroom environment using the triangulation method. As a sample, a teacher and a group of 60 students in the tenth grade of the pre-university “Julio Antonio Mella” Senior High School in the city of Baracoa in Guantanamo, Cuba, during the academic period 2018-2019 were taken into consideration. As conclusions of the study, it is evident that the proposed didactic games can be adapted and applied in other subjects and grades of different educational levels.
Application of Picture and Picture Model to Increase Description Writing Skills in Class III Students of MI Miftahul Mubtadiin Kedungwaru Kunduran Blora

This study aims to improve students' writing skills using pictures and pictures at MI Miftahul Mubtadiin Kedungwaru Kunduran Blora. This research method used the PTK approach and analysis by carrying out Cycle 1 and Cycle 1. The subjects of this research were teachers and 22 class III students consisting of 10 male students and 12 female students. II Research Results 1) The teacher's skills in learning to write descriptions by applying the Picture and Picture model have increased. In cycle I, the score was 31 with good criteria, and in cycle II, the score increased to 36 with very good criteria. 2) Student activity in learning to write descriptions by applying the Picture and Picture model has increased. In cycle I, the score was 25.8 with good criteria, and in cycle II, the score increased to 29.5 with good criteria. 3) Student learning outcomes in the form of descriptive writing skills have increased. In the first cycle of the second meeting the average value was 72 with a completeness percentage of 72%, in the second cycle of the second meeting the average value reached 80 with a completeness percentage of 94%. Based on these data, it can be seen that there is an increase in student learning outcomes from the beginning of cycle I to the end of cycle II. This has achieved a predetermined success indicator of classical learning completeness, namely 75% with KKM 65 it is proven that the application of the Picture and Picture model can improve teacher skills, student activity, and student learning outcomes in the form of students' writing skills.
Pengaruh Media Pembelajaran dan Lingkungan Akademis Terhadap Minat Belajar Mahasiswa

Smartphone has changed the role of the computer. Every assignment has been done using smartphone. Many students depend on this device for everything. This research aimed to find the effect of learning media and academic environment on learning motivation. This a quantitative research and the object is the students of Economic Faculty Universitas Kristen Surakarta. Data is obtained by distributing a set of questionnaires and the hypothesis is analyzed by multiple regression. The conclusion is there is a positive effect between learning media and learning motivation and there is a positive effect between the academic environment and learning motivation. So, it is hoped that lecturers could be more creative in giving a lecture and improving some games in giving a lecture
Mapping Future Research Employee Fraud with Bibliometric Analysis

This study aims to present and explain employee fraud by reviewing bibliometric analysis gathered from the Scopus database from 2011 until 2020. The analysis method uses the VOSviewer application system for data visualization and Microsoft Excel to perform data frequency analysis. The results indicate that there is still a lack of research on employee fraud from 2011 until 2020. Meanwhile, it contradicts the results of the ACFE survey which shows a shifting in the trend of fraud perpetrators. For instance, in 2019 the first place was occupied by directors/owners, while in 2020 fraud perpetrators were dominated by employees. Hopefully, this research helps encourage other researchers to conduct research on employee fraud in the field of detection and prevention for the sake of the sustainability of an organization. To the best of the author's knowledge, a bibliometric analysis study of employee fraud using the Scopus database is difficult to find
Learning Management System sebagai Cloud Storage dalam Pembelajaran berbasis Digital pada Jenjang Pendidikan Tinggi

The purpose of this research is to analyze the acceptance of the Learning Management System as the Cloud Storage for students in digital-based learning at Universitas Kristen Satya Wacana. The research is conducted using a descriptive quantitative research design. The data is acquired from 250 students of Universitas Kristen Satya Wacana who participate in the online lesson using the Cloud Storage in the Learning Management System. The technique of data collection is by using a closed questionnaire through random sampling. The acceptance of Cloud Storage usage is measured using Technology Acceptance Model (TAM). The result of the research shows a high outcome. During online lessons, the students use Cloud Storage in LMS which is integrated with the data storage feature in form of lesson materials, assignment files, teacher-students discussion forums, presence lists, meeting links, etc. Cloud Storage usage in LMS provides convenience, and benefit gain so that it can increase class performance which is effective and efficient, convenient, and fun, and it will trigger the interest in actual use of digital platforms.
Development of M-Learning Teaching Materials on Trigonometric Materials to Improve Mathematic Connection Ability

Abstract Teaching material is given to students and assists students in learning something and making learning more interesting and easy to understand. M-learning is a learning media containing teaching materials and can be accessed by students with more attractive visuals and improve student learning outcomes. This study aims to produce M-Learning teaching materials on trigonometry and analyze the improvement of the mathematical connection abilities of XI grade students after using these teaching materials. The approach in this research is a mixed method. The research design used in this study was the One-Group Pretest-Postest Design. This type of research is R&amp;amp;D (Research &amp;amp; Development). The instruments in this study were validation sheets, interviews, questionnaires, and mathematical connection ability tests, which were analyzed using t-test and N-gain and involved 26 students of class XI SMK Karya Pembangunan Pasirjambu Bandung. This study indicates that the M-Learning Application of valid (feasible) trigonometric material is used based on the validation assessment of media experts, material experts, and student responses. In addition, there are differences in the improvement of mathematical connection skills between before and after learning using M-Learning teaching materials. The results of this study indicate that the M-Learning Application of trigonometric material is valid (appropriate) to be used based on the validation assessment of media experts, material experts, and student responses. In addition, there are differences in the improvement of mathematical connection skills between before and after learning using M-Learning teaching materials. The results of this study indicate that the M-Learning Application of trigonometric material is valid (appropriate) to be used based on the validation assessment of media experts, material experts, and student responses. In addition, there are differences in the improvement of mathematical connection skills between before and after learning using M-Learning teaching materials.
The Adoption of Menu Engineering as an Electronic Management System in Cairo Five-Star Hotels

The menu engineering is one of the electronic systems that hotels rely on its practices to operate the food and beverage department.Therefore, the study aims to investigate the extent to which food and beverage management applies the menu engineering system in fivestar hotels and what the perceptions of employees about the impact of applying menu engineering systems on cost.84 employees of the Food and Beverage department and related departments were targeted be the study population.The primary data for the study was collected by using an electronic questionnaire on the target respondents in the five-star hotels located in Cairo.The data obtained were analyzed by using (SPSS V. 26) and the results of the study confirmed that the practices of the menu engineering system positively effect on the cost control of the food and beverage department operations.The main contribution of this study is to fill in the literature gap on the impact of adopting menu engineering systems on costs control in the food and beverage department.This should guide future research for further studies.
Development Of Website-Based Learning Media Combined With Geogebra On Pythagoras Materials For VIII-Class Students Of Smp Negeri 1 Pasawahan, Kuningan District

This study aims to develop a website-based learning media on Pythagorean material. This study uses a development research method with the Research and Development (R&amp;D) method with a 4D model (Define, Design, Development, and Dissemination. The research was carried out at SMP Negeri 1 Pasawahan Kuningan Regency by dividing into two trials, namely 5 students for small class trials and 26 students for a large class trial. Instruments of the assessment used a questionnaire assessment of material experts, media experts and student responses. The results in this study were from material experts with an average of 3.71 categorized as very valid, from media experts with an average of 3.63 categorized as very valid and student responses in the interesting category with an average percentage of 77.23% so that the website-based learning media with Pythagorean material that the researcher developed is feasible to use in the learning process.
Inferences with Propositional Questions

Abstract In the previous chapter we have seen how classical propositional logic can be extended with questions, leading to the inquisitive propositional logic . In this section we will describe a natural deduction system for and show this system to be sound and complete. We will also use this system to make some more general points about the role of questions in inference and about the intuitive significance of supposing or concluding a question. Lastly, we will show that proofs in our system have an interesting kind of constructive content: a proof can generally be seen as encoding a method for turning resolutions of the assumptions into a corresponding resolution of the conclusion.
Introduction

Abstract In logic, we study properties of sentences, such as truth, falsity, necessity, and contingency, relations between sentences, such as entailment and consistency, and practices involving sentences, such as argumentation. However, by sentences , we normally only mean sentences of a certain particular kind: declarative sentences— statements , and their counterparts in formal languages.
Retraction: Research on Landscape Design System Based on Virtual Reality Technology and Multimedia Technology (J. Phys.: Conf. Ser. 1915 042070)

This article has been retracted by IOP Publishing following an allegation that this article may contain unreliable references [1]. IOP Publishing has investigated in line with the COPE guidelines and have found the article contains references to withdrawn papers which has no significant relevance to the text and agree this article should be retracted [2]. The authors neither agree nor disagree to this retraction. [1] https://pubpeer.com/publications/6561CBC09CC31C0C7AC2D29B9DEB97 [2] Juan Li 2021 J. Phys.: Conf. Ser. 1915 042070 Retraction published: 01 March 2023