Reviewerly/exHarmony huggingface dataset:
A Study of Vernacular Typhography on Traditional Snack Vendors in Monju Sunday Market Bandung

Culinary in Indonesia is diverse and has its own characteristics according to the region of origin. One type of traditional culinary in the city of Bandung is a snack that is easily found and well known, namely Cimol. One of the places where Cimol traders sell their products is Pasar Minggu Monju (Monumen Perjuangan). In selling their products, Cimol traders usually use carts equipped with text or writing that is included in vernacular typography. This is quite interesting to study with the main principles of typography because vernacular typography is made manually. This study aims to see whether vernacular typography is in accordance with the principles of typography. the results of this study are the author's opinion regarding the typography on the cilok merchant's cart which apparently still maintains its identity as a street vendor, especially in the city of Bandung.
Pengembangan Student Worksheet Berbasis Kearifan Lokal Berbantuan Qr-Code pada Pembelajaran Tematik Kelas V

ABSTRACT&#x0D; This study aims to develop a printed teaching material product in the form of a Student Worksheet Based on Local Wisdom Assisted by QR-Code in Class V Thematic Learning at SD N 7 Saling Empat Lawang which is valid, practical and effective for use in the learning process. The research method is R&amp;D (Research and Development), with a 4-D development model used for definition, design and development. The results of the study, based on the results of the assessment analysis obtained from the validator of language, materials and media obtained an average score that meets the valid criteria. Then the results of the practical analysis of students and teachers obtained an average score that met the practical criteria. The results of the pretest and posttest analysis of students experienced an increase in learning outcomes. In conclusion, the Student Worksheet based on local wisdom assisted by QR-Code is valid, practical and effective to use in the learning process.&#x0D; &#x0D; Keywords: Development, Student Worksheet, Local Wisdom. QR-Cod
A DevSecOps-enabled framework for risk management of critical infrastructures

This paper presents a Ph.D. research plan that focuses on solving the existing problems in risk management of critical infrastructures, by means of a novel DevSecOps-enabled framework. Critical infrastructures are complex physical and cyber-based systems that form the lifeline of a modern society, and their reliable and secure operation is of paramount importance to national security and economic vitality. Therefore, this paper proposes DevSecOps technology for managing risk throughout the entire development life cycle of such systems.
Optimization of Content Based Image Retrieval Using Hybrid Approach

With the dawn of multimedia technology and the social web, retrieval from large image databases become possible. As a consequence of rising usage and incredible enthusiasm for inquiry about on Content-Based Image Retrieval (CBIR) systems, it needs improvement in the accuracy of CBIR systems in addition to the decline in monotonous results. Currently, the majority of research has focused on the representation and differentiation of images by an arrangement of low-level visual features. However, most of the retrieval systems produce repetitive or unnecessary retrieval results, termed a redundancy factor. In addition, content-based retrieval with reduced redundancy has a direct correlation with high-level semantics which is overlooked. Accurate content retrieval with reduced redundancy enables the user to focus on the actual problem in preference to nurture the retrieval results, augments the efficiency, and improves overall system performance. To enhance the retrieval accuracy and diminish the redundancy factor in image retrieval, we proposed an optimization-based technique that is blended with classification. In the proposed novel hybrid approach for CBIR, we used a two-tier architecture model. The first tier belongs to the feature extraction process via Particle Swarm Optimization with a Support Vector Machine as a classifier. On the way to reduce the redundancy factor, the K-Nearest Neighbor as a classifier is used with the Genetic Algorithm in the second tier. We noted a noteworthy increase in retrieval accuracy for images that is up to 25% (approx.). The proposed hybrid model is effective to enhance accuracy and reduce redundancy factors in CBIR systems. We used the WANG dataset for experimentation. Henceforward, improving the retrieval accuracy and reducing redundancy factor using unsupervised learning techniques is part of our future work.
Evaluation of Abulyatama University Website Quality With an Importance Performance Analysis (IPA) Approach Based on Webqual 4.0

The website plays an important role in academic activities such as filling out the Study Plan Card (KRS) and academic schedules. The Abulyatama University website also serves to convey the information needed by students from the university. Given the importance of the role of the Abulyatama University website, it is necessary to carry out an evaluation, especially to find out how the quality of the website is, evaluating the quality of the Abulyatama University website by using an Importance Performance Analysis (IPA) approach based on WebQual 4.0. The author will apply the Webqual 4.0 method to find out the difference (gap) between actual perceptions and ideal user expectations as measured by the dimensions of information quality, service interaction quality, user interface quality, and usability). Each of these variables will be used to define the purpose of the assessment of a questionnaire on the object of the questionnaire. Based on the research that has been done, several conclusions have been drawn, namely; the results of the analysis of the average value of the level of expectation or importance for the average value of usability on the Abulyatama University website is 3.68, information quality is 3.70, and on service, interaction is the result of an analysis of the level of importance and level of performance, the things that are prioritized for improvement are in quadrant I. quadrant I show the attributes that are considered important by students, but the website manager of Abulyatama University has not provided it optimally or well to students. These attributes are the display according to the type of website (U1), providing reliable information (IQ1), providing fairly detailed information (IQ4), and providing relevant information on the existence of a community atmosphere (SIQ4), and (SQI4), ease of attracting interest and attention (SIQ5), and ease of communication (SIQ6). From these attributes, the manager of the Abulyatama University website must pay attention to so that consumers feel more satisfied and loyal in accessing the information on the Abulyatama University website.
Peran Orang Tua dalam Proses Pembelajaran Daring

The learning process is a social interaction that is carried out by students and teaching staff in sharing information and knowledge. During the process, learning activities are more likely to be carried out online, either using social media, teleconferencing devices, or other applications that can be used to convey messages/information, record material, or face-to-face virtual. For this reason, the learning process does not only need to be supervised by teaching staff, but also the role of parents in the online learning process. This research is a qualitative research with a descriptive approach that will provide an overview of the role of parents in the online learning process. The role of parents who become aspects of observation include: the facilities provided and the motivation provided. The sample in this study were all students of the Faculty of Teacher Training and Education, Islamic University of North Sumatra. The existing sample was chosen randomly with a total sample of 32 students. Analysis of the data used is using interpretation analysis based on the opinions and perceptions of students in terms of parental support for the online learning process. Based on the information collected from students regarding the role of parents, it is concluded that providing facilities to support the online learning process and providing motivation is a form of parental participation in the success of online learning.
Urban road environment perception for automated driving based on an improved YOLOP

Vehicle target detection and road scene segmentation in real time are essential tasks in the automatic driving system. This paper proposed an end-to-end inference model by improving the YOLOP. The improved inception structure was added as the backbone. CBAM module was used to reduce the loss of space caused by pooling. To obtain the richer feature information, the fusion of dilated convolution and standard convolution module was applied, and mixed mode of group convolution and depth separable convolution was used in different structures to improve the speed of the model and reduce the parameters. The experimental results show the accuracy of detection is slightly improved. Furthermore, the speed of improved model can reach to 54.8FPS, up by 33.1% from the original YOLOP model.
Sentiment-based Bitcoin Movement Prediction with Deep Learning

Bitcoin movement prediction has been a research topic, especially with the Bitcoin bubble period during the COVID-10 pandemic era.It has been discussed that sentiment factors are influential in the prediction process.In this study, to validate the helpfulness of these emotion-related features, three open datasets with sentiment are used, and three types of neural networks, including LSTM, GRU, and TCN, are chosen as the prediction models, using a regression model to study the relationship between them.The result shows that the sentiment-based factors did help in two of the three datasets.
Pengaruh Motivasi Belajar Terhadap Hasil Belajar Matematika Siswa Siswa Kelas IV SDN 6 Masbagik Utara Tahun Pelajaran 2022/2023

This study aims to determine the effect of learning motivation on mathematics learning outcomes of fourth grade students at SDN 6 Masbagik Utara. The type of research used is descriptive quantitative research with the research design used is correlation. The population in this study used one class with a sample of 20 elementary school students. Data collection techniques using questionnaires, observations, and interviews. The data analysis technique used in this study is the analysis prerequisite test using the normality test, linearity test and hypothesis testing. Normality test using Kolmogorov Smirnov, linear test using simple linear regression analysis, and hypothesis testing using t test with a significance level of 0.05. The results of this study are to test the hypothesis, the effect of learning motivation on student learning outcomes contributes 60.5% and a significant value of 0.000. While the contribution of 10.5% is influenced by other factors outside of this study. So it can be concluded that there is an effect of student learning motivation on student learning outcomes.
PENGEMBANGAN GAME EDUKASI MATEMATIKA BERBASIS ANDROID MENGGUNAKAN SOFWARE CONSTRUCT 2 TERHADAP KEMAMPUAN PEMAHAMAN MATEMATIS

The research method used in this research is Research and Development. The subjects in this study consisted of validation subjects consisting of material and media validators and test subjects consisting of 23 grade VII junior high school students. The research was conducted at SMP Negeri 10 Sungai Kakap. The instruments used in the study consisted of expert validation sheets, respondent questionnaires, and tests of mathematical understanding abilities. The purpose of this study was to determine the process of developing an Android-based math educational game using software construct 2 on mathematical abilities. The results of the study are as follows: The level of feasibility of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.66% with very feasible criteria. The level of attractiveness of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.19% with very interesting criteria. Improved mathematical understanding skills after the application of Android-based math education games. There is an increase From the calculation results obtained tcount&gt; ttable = 8.85987&gt; 1.71714, thus Ho is rejected Ha accepted.
The encoding of irrelevance in discourse: tanto between concession and justification

he paper sets out to investigate the linguistic expression of irrelevance in discourse, by focusing on the functions and uses of the marker tanto in present-day Italian. The marker encodes the irrelevance of a given condition, thus conveying a concessive meaning not distant from the value expressed by concessive conditionals or ‘no matter’ predicates. In the construction [p, tanto q], the marker tanto conveys the fact that q holds in any case, namely whether p, non-p, or any value of p is the case. After discussing how the notion of irrelevance has been treated in the literature on conditionals, concessives and predicates of indifference, we will discuss the results of a corpus-based study on spoken Italian, identifying and annotating all the occurrences of irrelevance-tanto. We will show that irrelevance may be expressed by a number of different discourse patterns, explicitly mentioning the irrelevant proposition, the null-effect and the motivation for irrelevance, or omitting one or more of these components. It will be argued that the cases in which speakers simply refer to the irrelevance of a given proposition are rare in our sample, whereas it is more frequent that they also mention the motivation underlying irrelevance, justifying their indifference and thus crucially acting at the intersubjective level. We will show, indeed, that tanto may also be used alone as a discourse marker encoding the speaker’s attitude of indifference: in these cases, tanto is pronounced with suspensive intonation, and subsumes under its semantics the adversative, justificative, and indiscriminative value, activating meanings that speakers are supposed to share.
Pelatihan Pembuatan Bahan Ajar Menggunakan Aplikasi Flipbook untuk Menunjang Pembelajaran Daring Bagi Guru-guru MGMP IPS Kabupaten Lampung Selatan

During the COVID-19 pandemic, the learning system underwent significant changes. Teachers as educators must immediately adapt to the conditions so that education continues to run well. Teachers inevitably have to be innovate and creative so that learning objectives are achieved even though the learning is done online. However, in the implementation of online learning, there are still some obstacles or problems. This condition is also experienced by social studies teachers in South Lampung Regency. One of the efforts to maximize online learning is to maximize the use of teaching materials. Making teaching materials using the Flipbook Application or digital books is considered relevant to current conditions. In addition to being cheap and efficient, in this application, teachers can design their own learning materials according to achievement indicators, student needs and student characteristics so that they are more effective and on target. This service uses counseling and training methods. The resulting output target is the ability of MGMP teachers in South Lampung Regency to design basic materials in the form of modules with flipbook applicatioKey words: Keywords: teaching materials, flipbook applications, innovation and creativity
Pengembangan Mobile Mind Map dan Donkey Bridge Berbasis Android pada Konsep Sistem Gerak Manusia Sebagai Media Pembelajaran Kelas XI SMA/MA

The purpose of this research is to develop android-based learning media in the form of mind maps and donkey bridges on the material of the human movement system. This media is named Mobile Mind Maps and Donkey Bridge (M3DB). The method used in this research is research and development method. The media was tested by learning media experts and learning material experts. The score obtained from learning media experts is 88% while the score from learning materials experts is 90%, both of which fall into the very feasible category. The student response test was conducted at MA Al-Khairiyah Rancaranji with a total of 17 students. The results of the student response test showed that the M3DB learning media was included in the appropriate category (79%). The assessment category means that the M3DB learning media is worthy of being used as a learning medium in schools.
PENERAPAN METODE PEMBELAJARAN MIND MAPPING UNTUK MENINGKATKAN KETERAMPILAN BERBICARA PADA SISWA KELAS III SDN SIDOKLUMPUK SIDOARJO

This research aims to improve students' speaking skills using the mind mapping method in compiling the main ideas of a concept into a mind map that is easily accessible by students. Lack of enthusiasm, confidence, and good intonation of pronunciation in students which causes less than optimal in speaking skills. The object of this research is the third grade students of SDN Sidoklumpuk Sidoarjo. This type of research is Classroom Action Research (CAR). The term in English is Classroom Action Research (CAR), which is a research activity carried out in the classroom using a research design according to Kemmis and Mc. Taggart. The data collection techniques used by the research are interviews, tests and observations. In the first cycle there were 5 students who finished with a score of 75 and 23 students who had not finished, the presentation of the success criteria for the first cycle was 17.8% and the results of observing student activities in the first cycle learning process were 56.25%. Furthermore, in the second cycle there were 25 students who achieved the success criteria, 3 students had not reached the success criteria, the student activity in the second cycle learning process was 93.75%. Thus, the implementation of learning using the mind mapping method can improve the speaking skills of third grade students at SDN Sidoklumpuk Sidoarjo
Risk analysis of stock investment using the value at risk methods with the Bayesian normal mixture approach

In a stock investment, the greater the desired profits, the greater risks will be implied. The big changes in the stock market prices encourage us to measure the financial risks. The value at risk (VaR), a parametric method under the assumption of normally distributed data, is one of the most popular and accurate risk measurement methods. If the stock data does not match a normal distribution, then the normal mixture distribution can be implemented. In this study, we calculate the risk data of the shares of three companies registered in the Jakarta Islamic Index (JII) using the VaR methods through the normal mixture approach. Those companies are PT. Astra International Tbk (ASII), PT. Telekomunikasi Indonesia Tbk (TLKM) and PT. Unilever Indonesia Tbk (UNVR). The data were taken in 2019. The parameter estimation was done using the Bayesian Markov Chain Monte Carlo (MCMC) approach. Based on the obtained VaR values, the highest risk is 0.124272 for TLKM, then 0.02533735 for ASII, and the lowest one is 0.02298288 for UNVR.
THE CORRELATION OF INFORMATION MEDIA ABOUT ADOLESCENT ANEMIA WITH INTEREST IN COMPLEMENTARY OR PHARMACOLOGY THERAPY

Background: Factors that cause anemia are diet, blood loss, chronic infection, micronutrients, or congenital abnormalities of red blood cells or Hb. Iron deficiency is a common cause of anemia, iron deficiency occurs when there is inadequate intake and absorption of iron even though iron is very important for the growth of human cells, especially during adolescence. This study aims to analyze the relationship between information media and interest in choosing complementary therapies or pharmacology if symptoms occur or anemia is diagnosed. Methods: This was a cross-sectional analytic research. The research population was all Midwifery Students of the Nahdlatul Ulama Institute of Health Tuban 2nd semester Age 18-23 years, data collection was carried out in April 2022. The sample size was calculated using the slovin formula, obtained 46 samples, side technique using simple random sampling. The instrument used is a questionnaire via google form which has been tested for validity and reliability. Analysis of the data used was the Contingency Coefficient with an alpha value of 0.05 using SPSS. Results: Almost half of the respondents (26.1%) who received information about anemia from electronic media were interested in using pharmacological therapy for anemia and almost half of the respondents (30.4%) who received information from print and electronic media were interested in choosing pharmacological therapy for anemia. Data analysis using contingency coefficients showed an insignificant relationship p = 0.938 (&gt; 0.05) between information media about adolescent anemia and interest in complementary or pharmacology therapies,. Conclusion: possible environmental factors that could influence a person's behavior of interest in choosing complementary or pharmacology therapies. Keywords: Anemia, complementary, information media, pharmacological therapy
Overview of constructions and properties of Gray codes

Cyclic enumeration of binary words of length n, where each pair of adjacent words differs in exactly one index, is called n-dimensional Gray code. Gray code determines hamiltonian cycle in boolean n-cube. In this paper we give a review of constructions and classifications of Gray codes. Constructions are divided into three main groups: recursive, toric and stream. We also give some of Gray code properties, as an example of applications of these constructions. In particular, we consider spectrum of edge directions, graphs of 2-subwords in transition sequence, local uniformity and others. Also some unresolved problems are given.
Reward based Video Summarization using Advanced Deep Learning Architectures

The goal of video summarization is to produce a short yet precise summary of the original video. Video summary is generated at the end of videos whilst a decision/action needs to be made at every single frame, reinforcement learning is the natural choice for such a job. Even the quality of visual features plays a crucial role in the summary generation, therefore we use advanced deep learning architecture ResNet50 for summarization task. Major contributions in this paper are feature extraction by creating a new dataset and utilizing the newly created dataset for video summarization task using reinforcement learning approach powered by ResNet50 architecture. The experimental results conducted on a benchmark dataset by utilizing a reward-based feedback mechanism achieve the gain of 5.24% for the F1 score in comparison to other state-of-the-art methods in video summarization.