Reviewerly/exHarmony huggingface dataset:
A Translanguaging Turn in Sentiment Analysis: Exploring the Role of Language, Culture, and Linguistics in Natural Language Processing

Sentiment analysis has witnessed significant advancements particularly in a translanguaging paradigm, emphasizing the entanglement of different languages, modalities, and cultures. This article provides an overview of the translanguaging advances in sentiment analysis, covering techniques, applications, and challenges. The article begins by briefly introducing the major trends of sentiment analysis, highlighting its current importance in understanding and analyzing human emotions and opinions expressed in data. It then delves into the edge-cutting techniques employed in sentiment analysis. Afterwards, the emerging application domains were explored through CiteSpace 5.7.R5. Despite the achievements made in sentiment analysis, numerous challenges persist. The last part of this article presents the challenges and researchers’ attempted solutions, which accentuates the need for robust techniques to improve the accuracy and reliability of sentiment analysis.
PENGEMBANGAN E-MODUL BERBASIS CANVA PADA TEMA DAERAH TEMPAT TINGGALKU SUBTEMA 1 PEMBELAJARAN 3 KELAS IV

This study aims to produce an e-module based on Canva on the theme of the area where I live, sub-theme 1 learning 3 in class IV SDN Cipayung 02 Depok city with a total of 29 students as respondents. This development uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research was conducted by analyzing needs, designing e-modules, then developing e-modules, after that validating the experts, and revising the product, then conducting a limited trial of Canva-based e-modules to selected respondents. The validation results provided by linguists with a percentage of 100% material experts with a percentage of 92.85% and media experts with a percentage of 92.8% indicate that the Canva-based e-module is declared valid and feasible to use. In the limited test phase, 29 students gave a very good response to the Canva-based e-module used with a percentage of 85.68%. Thus, the Canva-based e-module product on the theme of the area where I live, which was developed in this study, is proven to be valid and feasible to use in the learning process.
Underwater Image Enhancement by Linear Contrast Transform with Gray World Assumption

We propose a method for enhancing underwater images by a linear contrast transform with the gray world assumption (GWA).&nbsp;Underwater images often deviate from GWA because of a green-bluish color cast, which can be removed by using GWA effectively.&nbsp;However, a naive application of GWA to such image processing tasks tends to raise a gamut problem.&nbsp;The proposed method can enhance underwater images to satisfy GWA without gamut problem.&nbsp;We also evaluate the satisfaction of GWA by a color saturation, which is combined with Michelson contrast to have a unified measure.&nbsp;Experimental results show that the proposed method achieves better performance than compared methods in terms of the unified measure. &nbsp
Image Size-Preserving Visual Cryptography by Error Diffusion

We propose a visual cryptography method based on error diffusion for generating share images of the same size as a given secret image.&nbsp;Two share images printed on separate transparencies are stacked to decrypt a secret image, where opaque and transparent pixels correspond to black (0) and white (1), respectively.&nbsp;An opaque pixel on the stacked image can be given by three combinations of pixel values in two share images: `00', `01' and `10'.&nbsp;This arbitrariness in opaque pixels in a secret image is effectively used in the proposed method.&nbsp;Experimental results show that the proposed method conceals a secret image in share images acceptably, and the quality of the reconstructed secret image given by stacking transparencies onto which the share images by the proposed method are printed is better than that of the conventional methods in terms of visual comparison and quantitative evaluation with the peak signal-to-noise ratio (PSNR).&nbsp; &nbsp
MANAJEMEN MUTU LAYANAN AKADEMIK DALAM MENINGKATKAN PRESTASI AKADEMIK MADRASAH ALIYAH NEGERI 1 BANYUWANGI

The objectives set in this research are: (1) To find out the Quality Management of Academic Services at MAN 1 Banyuwangi (2) To find out Academic Achievements at MAN 1 Banyuwangi (3) To find out the Quality Management of Academic Services in Improving Academic Achievement at MAN 1 Banyuwangi. The method used by the researcher is a qualitative approach with a descriptive type of research. Data collection techniques used 3 stages, namely observation, interviews, and documentation. The source the data that the researcher obtained is primary data in the form of observations related to the management of academic service quality in improving academic achievement, interviews with principals and teachers, as well as secondary data on documentation and archives of activities from the management of ma'had. Checking the validity of the data using triangulation, namely triangulation of theories, methods, and observers, Data analysis with three interactive models, namely data reduction, data presentation, and drawing conclusions. Research Results: quality management of academic services in improving academic achievement by providing several services, covers (1) Classroom learning services (2) service in the library (3) service in the laboratory (4) service in the administration room (5) services in the counseling room (6) place of worship service (7) service in the latrine (8) service in the UKS room (9) playground or sports services. Of the three kinds of academic achievement that is: (1) language ability (2) math skills (3) science ability, MAN 1 Banyuwangi students are superior in science skills. Student report cards and results from participating in competitions are a measure of academic achievement. And the function of the academic achievement assessment here is to determine the level of readiness of MAN 1 Banyuwangi students to take a certain level of education.
Scripting the Screen

Unix purists will shake their heads over this chapter. Traditionally, screen manipulation is done through the termcap or terminfo database that supplies the information necessary to manipulate any of dozens or even hundreds of types of terminals. The shell interface to the database is an external command, tput.
IMPLEMENTASI STANDAR SARPRAS MENURUT PERMENDIKNAS NOMOR 40 TAHUN 2008 DI SMK DARUSSALAM

Education is knowledge that every student must have. And educational institutions are required to have sarpras as stated in the minister of National Education Regulation No. 40 of 2008 concerning the sarpras standards for vocational high schools to support learning. The discussinon in this study is how the complementation of sarpras in SMK Darussalam according to Permendiknas No. 40 of 2008. This study uses a qualitative descriptive method with data analysis techniques, reduction processes, data colleection, data presentation, and conclusion drawing. The methods used: Observation, Interview, Documentation. Research subjects: principal, WK. Sarpras, computer network engineering staff, and TU staff. The author concludes that the completeness and feasibility of sarpras in SMK Darussalam is in accordance with the Minister of National Education Regulation no. 40 of 2008 which includes land, building, and infrastructure atandards. As well as the implementation of sarpras in SMK Darussalam in accordance with the minister of National Education No. 40 OF 2008 covering the capacity of students, land area, completeness of practice rooms, special equipment, and general equipment.
A Study on the Applicability of Exhaustion of Distribution Rights to NFT Digital Works

The digital economy has grown rapidly in recent years, causing changes in the global economic structure and competition patterns. While digital technology has brought cultural prosperity, it has also made digital copyrights vulnerable to piracy and infringement. Traditional copyright rules are ineffective in cyberspace, and the gap between technology and the law is becoming more apparent. However, the use of NFT in digital copyright can give digital works a tangible and scarce quality, similar to physical works. This creates a legal effect similar to the transfer of ownership of tangible objects, which can improve the legal effect of the distribution rights of digital works. Therefore, NFT can help address the lack of application of distribution rights for digital works.
Building Students’ Motivation and Ability in Speaking English: The Use of Cooperative-Instructional Video

Low learning motivation of senior high school students caused by several things including: learning methods that do not adjust with the times and the media does not support or encourage students to be interested in learning. This study attempted to answer those problems by applying the method of cooperative learning which make students actively interact and communicate with their group and using instructional video that does not make them bored in learning so they feel interested and motivated in learning. Most of the previous studies only focus on the impact of using the cooperative strategy or instructional video (choosing one of them) on the teaching-learning process to increase student's ability in a certain skill. But in this study, it is used the combination between cooperative strategy and instructional video in teaching-learning process. Since the study was quasi-experimental, the instruments to collect the data were test and questionnaire. The researcher took two classes as the experimental class= 25 students and the control class= 25 students of the twelfth grade students of SMAN 5 Tuban. The motivation questionnaire using four-point Likert-type scales. Items on the scales are anchored at 1 = strongly disagree, 2 = disagree, 3 = agree and 4 = strongly agree. The result of motivation questionnaire proved that the students are motivated in learning speaking when using cooperative-instructional video than conventional method. The result of T-Test indicates that English learning students on speaking skill taught by using the cooperative-instructional video was better than using the conventional learning method (textbook). This has implication for language teachers who are interested in incorporating technology into their classes, which may contain students with low motivation and their speaking ability.&#x0D; Keywords: students’ motivation in speaking, cooperative learning, instructional video.
Domain Adaptive Code Completion via Language Models and Decoupled Domain Databases

Large Language Models (LLMs) have demonstrated remarkable performance in code completion. However, due to the lack of domain-specific knowledge, they may not be optimal in completing code that requires intensive domain knowledge for example completing the library names. Although there are several works that have confirmed the effectiveness of fine-tuning techniques to adapt language models for code completion in specific domains. They are limited by the need for constant fine-tuning of the model when the project is in constant iteration. To address this limitation, in this paper, we propose <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$k$</tex> NM-LM, a retrieval-augmented language model (R-LM), that integrates domain knowledge into language models without fine-tuning. Different from previous techniques, our approach is able to automatically adapt to different language models and domains. Specifically, it utilizes the in-domain code to build the retrieval-based database decoupled from LM, and then combines it with LM through Bayesian inference to complete the code. The extensive experiments on the completion of intra-project and intra-scenario have confirmed that <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$k$</tex> NM-LM brings about appreciable enhancements when compared to CodeGPT and UnixCoder. A deep analysis of our tool including the responding speed, storage usage, specific type code completion, and API invocation completion has confirmed that <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$k$</tex> NM-LM provides satisfactory performance, which renders it highly appropriate for domain adaptive code completion. Furthermore, our approach operates without the requirement for direct access to the language model's parameters. As a result, it can seamlessly integrate with black-box code completion models, making it easy to integrate our approach as a plugin to further enhance the performance of these models.
Rateless Coded Blockchain for Dynamic IoT Networks

A key constraint that limits the implementation of blockchain in Internet of Things (IoT) is its large storage requirement resulting from the fact that each blockchain node has to store the entire blockchain. This increases the burden on blockchain nodes, and increases the communication overhead for new nodes joining the network since they have to copy the entire blockchain. In order to reduce storage requirements without compromising on system security and integrity, coded blockchains, based on error correcting codes with fixed rates and lengths, have been recently proposed. This approach, however, does not fit well with dynamic IoT networks in which nodes actively leave and join. In such dynamic blockchains, the existing coded blockchain approaches lead to high communication overheads for new joining nodes and may have high decoding failure probability. This paper proposes a rateless coded blockchain with coding parameters adjusted to network conditions. Our goals are to minimize both the storage requirement at each blockchain node and the communication overhead for each new joining node, subject to a target decoding failure probability. We evaluate the proposed scheme in the context of real-world Bitcoin blockchain and show that both storage and communication overhead are reduced by 99.6% with a maximum 10-12 decoding failure probability.
Enhanced negation handling for sentiment analysis on Twitter using deep neural networks

&lt;span&gt;Sentiment analysis is a tool to identify and measure the emotion in a piece of text. Negation handling is an important aspect of natural language processing (NLP) for Twitter data. It is a process of correctly interpreting the sentences containing negation words, such as, "never", "no", "neither" and so on. Negation words are used in machine learning to express negative sentiment or indicate the absence of something. In this article, a negation handling technique using deep learning models. Artificial neural networks (ANNs) and convolutional neural networks (CNNs) for classification is proposed. The system is evaluated on SemEval-2017 dataset. The classification performance is improved by using ANN and CNN on the negative tweets. The study aims to improve the classification accuracy by considering negation words in the text. The paper compares the performance of ANNs and CNNs in handling negation words and evaluates them on the tweets data. This study provides insights into the effectiveness of using deep learning techniques for negation handling in sentiment analysis and highlights the importance of considering negation words in the text for improved sentiment analysis performance. The proposed negation strategy attains a superior performance accuracy over machine learning models by preventing misclassified tweets.&lt;/span&gt;
Efektivitas Model Pembelajaran Learning Starts with A Question (LSQ) Terhadap Hasil Belajar Matematika Siswa

This research aimed to determine the effectiveness of the learning model of learning starts with a question (LSQ) on students’ mathematics learning outcomes. The type of research is true ekxperimental with a quantitative approach. In this study, the design used was a post-test-only control group design, namely placing research subject into two classes which were divided into experimental class and control class, with sampling used a simple random sampling technique, which means that the sample was taken randomly from the population. The instruments used in this research were lesson plans, student worksheets, and test sheets. Then, the technique of collecting data used written test on the type of essay tests. The last data was documentation to obtain school data information. The data analysis techniques used are the swimmer test (normality test, homogeneity test) and hypothesis testing (t test and z test). The result of this research showed that the average score for students’ mathematics learning outcomes applied with the learning starts with a question (LSQ) learning model = 93,37, for classes applied with the conventional learning model = 72,00. Based on the result of the different tests (final test) using the z- test, the value z-count &gt; z-tabel was obtained (12.00733 &gt; 1.6450). So, it can be concluded that the learning starts with a question (LSQ) learning model is effective on the students’ mathematics learning outcomes
Results Analysis of the Opinion Survey for Mechanical Engineering Students of a Course Taught in Face-to-Face vs. Online Format

One of the strategies implemented to improve the teaching of university courses is using opinion surveys for students. In this way, information can be collected for subsequent analysis, and with Machine learning tools, predictions of the behavior of the variables of interest can be made. Since 2019, Tecnologico de Monterrey has implemented a new educational model in its undergraduate programs called the Tec21 Educational Model. In this model, at the end of the semester, opinion surveys are applied to the students to find out their perceptions about the teaching of the course. This article compares the results of the opinion survey of a course taught in face-to-face vs. online format to identify the positive strategies that worked and can be replicated in other classes. With the information from the surveys and with the Machine Learning resources, a prediction model is made: given the didactic strategies used by the professor, predict the results of the course opinion survey; with the above, it will be possible to improve the teaching of the classes.
Enhancing Card Transaction Security through Cyber Security

This paper highlights the security issues associated with credit cards and underscores the crucial role of encryption in mitigating the risk of credit or debit card data theft. Credit card encryption encompasses safeguarding the card itself, securing the terminal used for card scanning, and ensuring the protection of card information during transmission between the terminal and a backend computer system. The encryption mechanism is specifically engineered to validate and limit access to card security features. In our project, we developed a web application using VS Code, employing HTML for the frontend and PHP for the backend, and implemented AES encryption as a robust security measure.
IMPLEMENTASI RPG MAKER MV PADA GAME RPG TOWER OF ETERNITY

The development of technology has brought about changes in various aspects of human life, one of which is the entertainment media, namely video games. Video games are a common form of entertainment that typically follows certain rules, providing opportunities for achieving victory. Video games encompass various genres, one of which is RPG (Role-Playing Game), which usually emphasizes gameplay, story, and characters. The game "Tower of Eternity" was created using RPG Maker MV software version 1.6.2. The method used in the game's development is SDLC (System Development Life Cycle). The purpose of creating this game is for entertainment and to foster an interest in playing RPG genre games. The game has undergone testing in two stages: Functional testing and Device testing. Functional testing revealed that most of the buttons can be used effectively. Device testing on 5 devices, including a PC, Asus N551ZU laptop, Asus Vivobook X513EAN laptop, Asus VivoBook X421EAY laptop, and Toshiba Protege Z830 laptop, showed that 3 devices ran very well, 1 device ran reasonably well, and 1 device ran less efficiently. The required device specifications to run this game are AMD FX 7600P, 8GB RAM, and Radeon R9 M280x 4GB GDDR5.
Fact summarization for personalized knowledge graphs

Knowledge graphs (KGs) can Aarhus University, Denmark be leveraged to effectively answer complex questions involving relationships among entities. Such question answering has important applications in various scientific areas such as biology, medicine, and engineering. Often the graphs occurring in these domains are massive consisting of many millions or billions of facts, which poses challenges for the methods that are used for question answering. In this chapter, we focus on one promising approach for handling the massive-size challenge, namely fact summarization for personalized knowledge graphs, which is a variant of graph summarization.
Development of Android application-based digital literacy media to improve the reading ability of ADHD students

This study aims to help kids with Attention Hyperactivity disorder (ADHD) in inclusive classrooms become better readers. The ADDIE model, which stands for Analysis, Design, Development, Implementation, and Evaluation, is used in this study's RD (Research and Development) research. The study was conducted between 11 February and 12 April 2023. Eight kids with ADHD from 4 primary school classes at UNESA 2 Labschool participated in this study. Of these, two were in class 3, two were in fourth grade, two were in fifth grade, and two were in sixth grade. Ways for gathering data via a questionnaire. It is claimed that the outcomes of enhancing students' reading abilities with digital literacy media built on Android applications are reliable, applicable, and efficient. This study used a questionnaire as the data collection tool to assess its validity, usefulness, and efficacy. The Aiken's V validation result for digital literacy media was 0.89, deemed legitimate and highly acceptable for usage by material specialists. Experts in the media estimate Aiken's V average to be 0.93. The average percentage result for Android application-based digital literacy media is 89%, making it extremely practical. 91% of the time, it works. Media promoting digital literacy is therefore deemed effective. It is legitimate, practical, and efficient to use Android applications-based digital literacy media to help ADHD pupils with their reading abilities in inclusive schools.
Action Recommendation Model Development For Hydromon Application Using Deep Neural Network (DNN) Method

Controlling hydroponic plants, which is currently being carried out manually, can be said to be less effective because it still involves the hard work of farmers to continuously monitor the condition of the hydroponic plants. Therefore, the general objective of this research is to develop a model that can be used as a recommendation system for actions that farmers need to take based on hydroponic crop conditions. The model formed with this machine learning method will then be used in the Hydromon application which allows farmers to manage and monitor the condition of hydroponic plants and take action based on the recommendations given. This model was developed using a deep neural network algorithm consisting of five layers with the help of the TensorFlow framework. The results show that the model is accurate with an accuracy value of 96.47% on the test data to classify plant conditions so that it can be used in the Hydromon application.