Reviewerly/exHarmony huggingface dataset:
Modified Tentacle Algorithm for Collision Avoidance for UAV

A collision avoidance methodology in UAV Operation using the modified tentacles algorithm is proposed in this work. Tremendous and remarkable achievements have been recorded in the area of collision avoidance in UAV operations. Applying the modified tentacles algorithm, this research used two point research objectives the principal aim was to maintain accurate collision avoidance. With a reliable simulation result, an algorithm based on the modified tentacles technique was proposed. This was also modeled. In executing the proposed algorithm, a 3D environmental data and information were converted to 2D information for ease of mathematical computation. Appropriate occupancy grid maps were generated to show a practical result of the 3D conversion to 2D. Thus, instead of dealing with an x, y, z or three dimensional environments, an x, y or two dimensional environment results and mathematical differentiation was applied. A development of an integrated model comprising of the conventional, Modified Tentacles Algorithm. This all inclusive integrated model was simulated in order to validate and justify the work. It is a justification and validation of this research on the use of Modified Tentacles Algorithm in achieving energy efficiency in UAV operations. It has been established that energy consumption in UAV operations is influenced by its mode of operation at a given time.
Restaurant Transaction Application Based on Android System

Abstract - This study was conducted to see the impact of COVID-19 to transactional activity in restaurant, especially for dine in and take away services. This study aims to help people to transact easily, comfortably, and safely in a restaurant. Other than that, this study aims to help restaurant management activity to be better. This study was developed using lead startup method to give a proper solution. Solution was made in a mobile application for android using Flutter technology. The main features of this application are (1) search for merchant and looking at the available capacity, (2) doing reservation, (3) ordering food for dine in and take away, and (4) doing cashless payment systems in the application also help users to reduce contact with waiters and cashiers.&#x0D; Keywords: Restaurant, Technology, transaction, dine in, take away, COVID-19
Analysis of Factors Affecting Information System Security Behaviour in Employees at IT Company

Abstract—Information is an essential element for organizations today. Confidentiality, integrity, and availability of information have a vital role in supporting organizational performance. Therefore, it is necessary to take information security measures so that the use of information can run effectively, efficiently, and integrated. The more valuable the information, the more security standards are needed to protect it. Among other things, the purpose of computer security is to protect information. The higher the security standards provided, the higher the protection of the privacy of that information. Protecting company employees' privacy is one factor that must be considered in the implementation of information systems. PT Telkomsel is one of the companies that experienced a data breach. This report will discuss nine hypotheses to determine the factors that affect Information System Security Behavior for employees of PT Telkomsel. Thus, validity, reliability, and hypothesis tests were carried out using the SmartPLS 3 software. The results showed a significant influence between the Security Education and Training variables on Information Security Awareness, Employee Accountability, and Employee Relationships.&#x0D; Index Terms—Information System Security Behavior, Security Education &amp; Training, Information Security Awareness, Employee Relationships, Employee Accountability, Organizational Culture, National Culture&#x0D;
Study of the Level of Information Culture of 1st Year Undergraduate Students to Increase Competitiveness in the Scientific Environment

Introduction. Entry into science should occur from the first year of university. One of the main barriers is the inability to work with scientific information. In order to improve the competitiveness of students in the scientific environment, a study of the level of information culture of students enrolled in the first year of undergraduate studies was conducted. Materials and methods. The main research method is a selective Internet questionnaire survey. The main method of information analysis is the method of constructing typologies, the essence of which is to find such empirical indicators that would sufficiently adequately reflect the levels of competitiveness in research activities and the corresponding types of applicants to a technical university in the digital era. Results. During the survey, it was revealed that the majority of respondents do not have an understanding of the basics of design as a method of work, there are no skills in building an experiment, using methods of analysis and synthesis, there is no understanding of the importance of publishing the results of their work. More than 90 % of respondents have an average level of information culture with good skills in owning applied office programs. Discussion and conclusions. It was concluded that in order to achieve competitiveness in the scientific environment of students, it is necessary to teach information culture almost from scratch.
Implementation of Information System Based on Website as Introduction to Sumbawa's Typical Sakeco Oral Literature

Indonesia is an archipelago that is very rich in traditional culture. Traditional culture plays an essential role in attracting tourists. Sakeco is a traditional culture of the Sumbawa tribe. If people do not know and know the existing culture, it will not be easy to preserve today's culture. Poto Village dance studio still uses a manual process that causes inefficient processes. Information systems have been widely implemented to preserve culture. Hence this research carried out the implementation of information systems to introduce sakeco oral literature. This research produced a website-based sakeco oral-literary recognition system with admin features: Posts to add new posts, problem data by creating, recording, updating, deleting, and searching for quiz needs, users to view admin data, and settings to organize posts and website views. While users: do quizzes and see answers as a learning medium, see the history of sakeco, sakeco verse, sakeco anorawi, and sakeco anosiup, and latest posts to see the latest posts and popular posts to see the most opened posts. Development methods using waterfall, designing methods using Unified Modeling Language, black-box testing get results as expected from various functionality tests. This information system is expected to help the poto village dance studio, indigenous and outer people of Sumbawa. They want to know and know Sumbawa's typical oral literature (sakeco) and become one of the ways to maintain and preserve the tradition of sakeco verse in the Sumbawa area.
Aplikasi Multi Platform Penerapan Algoritma Naive Bayes untuk Klasifikasi Keterlambatan Pembayaran Premi Asuransi

Human carelessness can be one of the main factors in accidents. Knowing this situation, the insurance company takes the role as well as the opportunity f rom the consumer s , to be the one who will bear the loss known as risk. The problem that often arises in insurance companies is the number of customers who are in arrears in paying premiums. In the procedures applicable to insurance, there is a grace period for payment of 30 days during which the customer/insured must pay a predetermined amount of premium and if the customer/insured does not pay the premium, the insurance policy will be canceled so that the insurance profit will be reduced and if it happens , it will be detrimental to the insurance. This research i s conducted by applying the Naive Bayes algorithm using insurance customer data. The result of this study is a classification system for late payment of insurance premiums that can classify the status of premium payments for insurance customers. The system test results show that the system can classify the premium payment status of insurance customers with an accuracy rate of 82.5%, then the resulting precision level is 94.83% and the resulting recall is 86.39%.
Klasifikasi Tutupan Lahan pada Citra Sentinel-2 Kabupaten Kuningan dengan NDVI dan Algoritme Random Forest

The current remote sensing technology has produced various advantages, one of which is land cover classification. This technique is effective in land cover monitoring because of its ability to provide spatial information on the surface of the earth quickly, broadly, precisely and easily. The vegetation index obtained based on remote sensing is a fairly simple and effective method for quantitative and qualitative evaluation of cover, strength, and vegetation growth dynamics. The vegetation index using reflections from vegetation that is commonly used to evaluate vegetation quality is the normalized difference vegetation index (NDVI). Land cover classification analysis is performed with NDVI and random forest algorithms. The random forest algorithm is one of the supervised machine learning algorithms which can be used in classifying pixels in land cover classification classes. This research is aimed at classifying land cover of Sentinel-2 satellite images using NDVI and random forest algorithms. The result of this research is that the NDVI value -0.3 – 0.91 and the random forest algorithm accuracy is 91.39%, and Kappa 0.88. In conclusion, it can be said that random forest algorithms is effective to perform land cover classification by using Sentinel-2 satellite images
Algoritma Sequential Search dan Hashing pada Aplikasi E-Lapor Layanan Publik Rukun Tetangga

Rukun Tetangga is one of the public services in Indonesia, Rukun Tetangga provides services to residents for the peace of local residents. At this time the data management process for the Neighborhood Association is currently running as usual, there are several problems identified, namely difficulties in finding data because it is still stored in the form of an agenda book, making letters which must take a long time because they are still recorded manually. The purpose of this final report is to design an application for the Rukun Tetangga public service using a Sequential Search and Hasing Algorithm while the programming language used is HTML, PHP, CSS and for the database using a website-based MySQL. The results of this study indicate that the use of the Rukun Tetangga public service application can assist population data collection in managing population movement data and making correspondence for the benefit of residents in completing certain affairs and according to what the Head of the Rukun Tetangga expects. Quality test results using microtime and blackbox to expect more effective results to use.
Implementasi Algoritma K-Means untuk Menganalisa Pemain Video Game Mobile Legend untuk Mengetahui Tipe Hero dan Role yang Sering Digunakan pada Setiap Kalangan

Video games are one of the technologies in the entertainment field that are growing rapidly in the community. Even Esports (video game competitions) are increasingly recognized by the industry as a recreational sport. An example of an esport that is currently popular among people is Mobile Legends. Both Android and IOS smartphones can run the Mobile Legends video game application. However, no one has ever discussed using the developer's built-in Role-playing as an alternative hero to simplify the Role-playing combination guide in the game, grouping characters according to their characteristics, and using characters according to the player's wishes. For this reason, this study uses the k-means algorithm to compile the grouping of heroes and Role-playing in the Mobile Legend video game. From the results of the research conducted, there are three groups of heroes that have similar characteristics, namely Mage, Marksman, and Fighter. The K-Means algorithm used can help determine the order of hero launches. Based on the results of clustering testing using the K-Means method, data in cluster 1 was obtained with an average accuracy of 5% hero support; heroes Tanks 10%; Fighter heroes 20%; hero Mage 25%; hero Assassin 20%; Marksman heroes 20%; then for the average age of 25.1 ; win rate 67.3; total matches 5863.4 and total MVP 1664,1. Players with hero support, tank, fighter and mage types have Roles as supporting tools to develop a core Role or Marksman and assassin heroes who have high capabilities as winners in the team, with an average user who has a supporting Role of 0.15 and an average user with 0.2 . Role core
Benefits of Card Walls in Agile Software Development: A Systematic Literature Review

Abstract Card walls are often used to visualize various aspects of the software development process. They are an essential and widespread agile practice. Despite the drawback of physical card walls, its digital version is often not considered a sufficient alternative. This paper aims to find the reason for this and suggests how to evolve digital card walls into a viable alternative. We conducted a systematic literature review and analyzed twenty-two studies. We identified which desirable effects agile teams get from card wall usage and derived a set of properties a card wall needs to achieve those effects. Furthermore, we suggested a typology of card walls to compare the benefits and challenges among them.
KONTRIBUSI SENI RUPA SEBAGAI DISPLIN ILMU DALAM ISLAM DENGAN AFTERLIFE MAPPING

Fine art is a branch of art that is expressed through visual or visual media that is in close contact with everyday life. However, when the development of science is increasing, there appears a significant gap between art and disciplines in Islam. Whereas art has a very large portion in religion which shows visuals of events in the world and divine signs. The research method uses a qualitative approach by collecting a simple survey of Muslim students or artists in Bandung with an age range of 18-21 years which is carried out online using Google Form. The results show that the contribution of art as a discipline in Islam with afterlife mapping requires an effort to reconstruct educational thinking in order to anticipate any changes that occur: first, what artistic contributions are produced by Muslim artists/students at this time; secondly, do not assume that art makes art performers away from Islamic principles, because this is just a stereotype; Third, make a plan with the contribution you have for the afterlife.
Sistem Rekomendasi Musik dengan Metode Collaborative Filtering Berbasis Android

The r ecommendation system is a system that can suggest information based on the results of observation of users’ desires to users. In this study , the recommendation system can be implemented into an online music player application by displaying song recommendations so that the application looks more personal to its users. The research method used to design this music recommendation system is a collaborative filtering by which the music recommendations for users are determined . The system produce s a pretty good prediction when viewed from the MAE (Mean Absolute Error) score of 0.09639423292263861 and RMSE (Root Mean Squared Error) of 0.024737713540837314 , meaning that the smaller the evaluation result is or close to 0 , the more accurate it will be. The results of the MAE and RMSE calculations show that the prediction error rate is very small , so that they can be used as a parameter for determining music recommendations according to user s’ needs.
Perancangan Aplikasi Belajar Membaca Sebagai Media Pembelajaran Siswa TK Berbasis Android

The need for a concept with an information technology (IT)-based learning mechanism has the impact of very rapid progress on the world of education. The concept which was later known as e-learning had the effect of transforming conventional education into digital form, both in terms of content and system. This study aims to develop a product in the form of Android-based mobile learning to support students' reading learning at the level of Kindergarten and equivalent education. The method used in this research is Research and Development (R&amp;D) to develop products in the form of Android-based mobile learning. The results of this study are a prototype in the form of an Android-based Learning to Read Application as a learning media for students at Fatahilah Kindergarten Jakarta.
Pengaruh Dukungan Sosial Dosen dan Persepsi terhadap Aktivitas Membaca Mahasiswa : Kasus IAIN Kerinci dan STAI AN Andwah Kuala Tungkal, Jambi

This paper aims at knowing the influence of lecturer's social support and perception on students' reading activities of IAIN Kerinci and STAI An Nadwah Kuala Tungkal, Jambi. This paper applies the principles of quantitative research with a sample of 270 students from IAIN Kerinci and 170 students from STAI An Nadwah Kuala Tungkal. This samples are processed using the Slovin formula, while the questionnaire instrument uses the Likert scale as a survey instrument for variables of reading interest, perception of reading activity and lecturer's social support which is then tested for feasibility using construct validity. The research was conducted from June to October 2021. This paper concludes that lecturers' social support and perception of reading activities together affect reading interest of IAIN Kerinci students by 66.2% and 33.8% is influenced by other factors, while for STAI An Nadwah Kuala Tungkal students by 41.3% and 58.7% influenced by other factors. This social support is in the moderate category. Meanwhile, students' perceptions of reading activities showed positive and negative perceptions.
Black Box Testing pada Aplikasi Pencatatan Peminjaman Buku Menggunakan Boundary Value Analysis

The book borrowing recording application can record activities related to borrowing books in the library, such as recording a track record of borrowing a book. However, applications that have been made in such a way need to go through a test flow to find out how far the performance and quality of the application itself is. Therefore, it is necessary to have a test to find out how the quality is. So, the purpose of this research is to carry out a testing on the book lending recording application to identify whether the application is in accordance with user needs or not. The test, which is one of the stages of the Software Development Life Cycle (SDLC) methodology carried out on this book lending recording application, applies Black Box Testing with the Boundary Value Analysis method which focuses on aspects of input validation, observing input content, and input results. The test results show that in the book borrowing recording system, discrepancies were found in the input process in the loan registration feature and book borrowing form so that it needed to be corrected before being used by the user.
Persepsi Mahasiswa terhadap Pembelajaran Daring pada Mata Kuliah Bahasa Inggris di Era Pandemi

&lt;p&gt;&lt;em&gt;The internet of thing’s centered 4.0 technology revolution changed the face of education. It also encourages the occurrence of decoupling phenomenon. This is when the education can be done everywhere and anywhere. With the challenge, the change becomes inevitability when the world is confronted with a pandemic Covid-19. Descriptive quantitative analysis in this study examines student’s perceptions in the Faculty of Language and Arts Indraprasta PGRI University about the conditions, situations, and event during the online learning. The number of samples in this study were 170 active student’s of the bachelor first class program of Indonesian Language Education school year 2020/2021 which has a special English courses during online learning due to pandemic.The data collections thecnique used is questionnaire throught Google form. The results of the study also showed that 98% of lecturers' perceptions of competence were positive, which means that lecturers' competences are believed to have a positive and significant influence either partially or simultaneously and 95.9% of perceptions of facilities and infrastructure also showed positive results, which means that students believe that aspects of facilities and infrastructure are one of the elements. That affects the learning process and outcomes&lt;/em&gt;&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
Implementasi Metode Dempster Shafer Berbasis Web untuk Mendiagnosa Kerusakan Jaringan LAN

Local Area Network (LAN) is a type of computer network that covers a local area and is widely used in various aspects . I n places that provide LAN connections there are those using Wi-Fi technology which are usually called hotspots. Damage to the LAN, especially Wi-fi itself, is often experienced by the community . It is also inconvenient for internet network users due to lack of knowledge about the damage. Therefore, it is necessary to create a system that can be used to collect knowledge data from network experts and store it. The result of this research is an expert system that diagnoses LAN network damage. The system automatically provides diagnostic results by displaying the type of glitch and its solution based on the symptoms of the glitches experienced. The conclusion of this study is that an expert system by using the Dempster Shafer method to handle data uncertainty when diagnosing LAN service disruptions is very helpful in overcoming the problem of declining service quality.
TOYA CAMPUHAN: AIR DAN PERADABAN MANUSIA DALAM PENCIPTAAN SENI LUKIS

TThe purpose of this research and art creation is to create and present artworks with “Toya Campuhan: Water and Human Civilization” as the source of inspiration. World civilization, especially in ancient Bali, has emerged and developed around water as its source of life. Water sources, such as river confluences, act as a pulse, supporting the joints that contribute significantly to various parts of physical and spiritual life. Due to this, water must be conserved, so that they always provide benefits for the journey of human life far into the future. However, the current condition of rivers in Bali is really worrying, as various pollutants pollute them. Slowly but surely, the water condition will worsen if we continue to let it be. This evokes my empathy, emotion, and hope about a healthy river confluence as a mission that I wanted to convey through the creation of this painting. This creation model becomes a cultural expression as a medium for increasing public appreciation to raise the spirit of ecological resilience over the problem of water pollution. This creation is based on research, where the method consists of two parts, namely the research method and the creation method. The research method uses an anthropological approach, especially related to ethnography. Meanwhile, the creation method passes through three stages: exploration, improvisation, and the embodiment of the work, which is preceded by a study of similar works of art and literature review.
Hubungan Antara Literasi TIK dan Motivasi terhadap Hasil Belajar Siswa SMK

Learning outcomes are influenced by many aspects, both internal and external to the students. This reasearch is to find out the relationship between ICT literacy and motivation on student learning outcomes. The approach used explanatory quantitative, the sample used was 38 students. Data collection was conducted using questionnaires and interviews, as well as documentation related to learning outcomes. Data analysis used descriptive statistics and inferential multiple linear regression and hypothesis testing. The results showed that the ICT literacy and student motivation levels were in a good category. ICT literacy had a positive effect on student learning outcomes, motivation had no significant effect on learning outcomes, and simultaneously both variable influences student learning outcomes.