Reviewerly/exHarmony huggingface dataset:
International Race for Regulating Crypto-Finance Risks

This chapter focuses on the initiatives that have shaped the international regulatory framework for financial markets and financial innovation, and on how independent agencies have contributed to establishing checks and balances (to ensure an adequate level of disclosure, accountability, efficiency as well as investors and consumers’ protection) from the perspective of the continuous regulatory and administrative competition between states to attract business and achieve economic development. Notably, we focus on the most innovative financial regulatory events of the last century, i.e. the reforms of securities markets after the crash in 1929 and of the over-the-counter (OTC) markets and Too Big To Fail (TBTF) banks after 2008, to draw conclusions that can apply to crypto-finance (understood as finance based on Distributed Ledger Technology (DLT) systems like blockchain). This chapter proposes a comprehensive regulatory framework for crypto-finance; building on the tradition of US and EU administrative law. We propose a framework based on a specialised regulation for disclosure that considers the particularities of crypto-finance and the underlying technology; and the creation of a specialised agency with expert officers and administrative judges. Such an agency should be dynamic to protect investors from wrongdoers and be in constant interaction with service providers to facilitate innovation within controlled environments and anticipate emerging risks. This regulatory system should be decentralised as a guarantee of independence and to promote experimentation; i.e. supra-national organisations should identify the key regulatory goals and leave room for each competent authority to innovate in how to achieve them. As there is no absolute truth in regulatory matters, countries need to regulate in ‘co-opetition’, cooperating while competing.
Acentua Facil: A system to support Brazilian Portuguese Accentuation

The main objective of Acentua Facil is to assist students in the writing ´ process and teachers in the learning process. This article presents a system to aid the accentuation process for Brazilian Portuguese. The input of the system is texts. These texts are analyzed through the use of grammatical rules and artificial intelligence(IA) techniques such as tokenization. For each word in the text, we show the graphic accentuation errors, together with explanations of how it should be a correct word.From the results we were able to use some validation metrics, such as histograms and confusion matrix, both of which are used when working with AI.
PERSEPSI MAHASISWA TEKNIK TERHADAP PENGGUNAAN MEDIA ANIMASI FLASH DALAM PERKULIAHAN KIMIA DASAR

Learning media is a support for teaching activities to be effective. The rapid development of technology today has prompted many applications to emerge that can be used as a learning media, one of which is Macromedia Flash. The reality in the field shows that the average score of basic chemistry final semester FT Unes classically is still low, namely 65 with the percentage of students who pass 42.85% and those who do not pass 57.15%. As a solution to this problem, research was carried out using Macromedia Flash as a learning media. The purpose of this study was to describe the perceptions of engineering students towards the use of animation media in basic chemistry lectures. This type of research is descriptive quantitative with the research sample being students at level I of the Faculty of Engineering and Planning, Ekasakti University in the basic chemistry lectures in the odd semester of 2020/2021 totaling 80 people who were selected by simple random sampling technique. The data collection technique used was a non-test technique in the form of a questionnaire. Based on the research results, it was found that engineering students who agreed that flash animation media could accelerate understanding of basic chemistry by 56.25% while 43.75% disagreed, engineering students who agreed that flash animation media could lead to solving problems based on basic chemical concepts were 60 % while 40% disagreed, engineering students who agreed that flash animation media was interesting to use in basic chemistry lectures were 75% while 25% disagreed, engineering students who agreed that flash animation media could facilitate understanding of abstract concepts in basic chemistry lectures were as much as 68.75% while 31.25% disagree, and engineering students who agree that flash animation media can increase motivation for basic chemistry lectures by 62.50% while 37.50% disagree. It is hoped that the use of flash animation in learning activities will be more effective in the future.
A Novel Smart Tag-Based Vigilance System for Human Against Wildlife Threats on Iot

India has 1.37 billion people and still the population is growing, therefore government is putting immense pressure on land to build homes and factories irrespective to wild inhabitants. Also, government in the process of taking endless effort in aspiration for economic growth of country by rushing through projects, sometimes without proper safeguards and deforestation. Deforestation and urbanisation are becoming a major concern. Which in turn results, human wildlife conflicts. This is a matter of serious alarm in balancing the competition for land between people and animals. Due to the above-mentioned reason the tribal people who dwell in and around the forest area suffer from the human and wild animal conflicts. The occurrence is mainly due to the unawareness of their migration of animal inhabitants in and around the living area due to scarcity of food and water. It has been visualized and propounded as an idea towards the people who dwell in the tribal forest areas, and encounter such kind of human wild life conflict problems through the articles in daily news. It’s a major problem to be concerned, because this conflict has led to the extinction, reduction of numerous species, uncountable human deaths and economic losses. Recent advances in our understanding of conflict have led to a growing number of positive conservation but unfortunately with technology gaps.
Casting Technology Experiment and Computer Modeling of Ornaments from Bronze Age

The casting workshop was discovered with numerous artifacts, confirming the existence of the manufacturing process of metal ornaments using ceramic molds and investment casting technology in Lower Silesia (Poland) in 7-6 BC.The research has yielded significant technological information about the bronze casting field, especially the alloys that were used and the artifacts that were made from them.Based on the analyses, the model alloys were experimentally reconstructed.Taking advantage of the computer-modeling method, a geometric visualization of the bronze bracelets was performed; subsequently, we simulated pouring liquid metal in the ceramic molds and observed the alloy solidification.These steps made it possible to better understand the casting processes from the perspective of the mold technology as well as the melting and casting of alloys.
ANALISIS KEAMANAN VOICE OVER INTERNET PROTOCOL (VOIP) OVER VIRTUAL PRIVATE NETWORK (VPN)

This research was conducted on the basis of the influence of security systems that play a role in encrypting data on VoIP communication systems, with the security technology of PPTP VPN computer networks with the system passing data in a virtual private ip or as a tunnel for secure data transmission media. The results obtained from security analysis for the implementation of security methods on PPTP VPNs, then the data to help developers in terms of building a secure VoIP communication system. Basiclly ZRTP uses the Diffie-Hellman key exchange as a key exchange of communication between clients, which is the key for communication between clients using hashes from Diffie-Hellman and is done peer-to-peer through the VOIP RTP package, while the Point-to-Point Tunneling Protocol (PPTP) is a network protocol that allows the secure transmission of data from the remote client to the server by creating a virtual private network (VPN) through a network of data. TCP/IP or UDP is dedicated to encryption and creates RTP tunnel transport on VoIP communication systems. VoIP communication system research is conducted using 2 security methods, namely VoIP VPN PPTP, VoIP ZRTP, with the aim to find out the results of VoIP communication testing using PPTP and ZRTP VPN security methods if an attack occurs during VoIP communication
An Investigation of Issues and Problems of Education System at Primary Level in District Toba Tek Singh

Primary schooling is the basic framework and first pillar of a child's future. Therefore, a study was planned to identify the core issues and difficulties related to education systems at the primary school level in district Toba Tek Singh. All the administration, staff, teachers, parents, and students were the study's target population. A mix methods research tools (interview and focus group discussion) were used to collect the data. The 20 public primary schools were selected and made a sample of 140 respondents through random technique. The interview was pretested on a small group of school administrators, students, and teachers from non-selected schools having similar subjects to evaluate the validity and reliability of the tool. The collected data were analyzed using SPSS (Statistical Package for Social Sciences) in the form of mean, standard deviation, and percentage. The result showed that 69.3% of respondents belong to the 15-32 years age category, and the vast majority of participants stated that the literacy rate is not increasing as the population is due to poverty. The study recommended the policymakers that primary education is a basic pillar and should be better quality, well-trained teachers, proper funds provision, teacher-student ratio, and merit-based recruitment.
Multiple Region Coverage Path Planning for Autonomous Underwater Vehicle.

Coverage path planning methodology for an autonomous underwater vehicle to search multiple non-overlapping regions has been proposed in the paper. The proposed methodology is based on the genetic algorithm (GA). The GA used in the proposed methodology has been tuned for the specific problem, using design of experiment on an equivalent travelling salesman problem benchmark instance. Optimality of the generated paths was analysed through simulation studies. Results indicated that the proposed methodology generated shorter paths in comparison to conventional methods.
Remarks on Chinese Gapping: Focusing on the Pseudogapping Construction in Disguise

This paper investigates a Chinese disguised pseudogapping construction. Specifically, first, the pseudogapping construction does not exist in Chinese. The Chinese disguised pseudogapping construction belongs to a Chinese style gapping construction. Second, the construction is formed through a focus movement cum-deletion mechanism. Third, what undergoes deletion in the construction is TP. Fourth, multiple remnants in the Chinese style gapping construction are disallowed. The reason that the latter is not acceptable is because a sentence reader cannot comprehend a complex ellipsis clause involving three syntactic A’ movement operations. Finally, shi in the Chinese style gapping construction has very various properties.
Demanding on Many Dimensions: Validating the Interactivity-As-Demand Measurement Model for VR-Based Video Games

Video games represent exemplar interactive experiences, and this direct user control over the form and content of onscreen information is one of many reasons that games are such enjoyable and meaningful experiences for players.However, interactivity also requires players to serve as co-authors of the experience, which brings with it certain demands on player's limited attentional resources.Previous research has found evidence for at least four such demands: cognitive, emotional, physical (subdivided into controller intuitiveness and physical exertional) and social demands.Taken together, this five-factor structure is presented as the interactivity-as-demand model and has been used in a variety of cross-cultural contexts (among English-, German-, and Mandarin Chinese-speaking populations).These five dimensions explain unique variance in focal interactive user experiences but have yet to be applied to VR-based applications such as VR-based video games.Results on N = 144 VR video gamers confirmed the a priori factor structure of the Video Game Demand Scale (VDGS) held when applied to VR-based video games.More importantly, discrete VGDS dimensions predicted relevant VR outcomes: spatial presence was higher when VR controls were more intuitive (less demanding) and social presence was higher when experiences were more emotionally socially demanding.Likely due to the centrality of natural user interfaces and broader body movement in VR games, perceptions of physical demand (both controller demand and physical exertion) played a more central role on several entertainment outcomes.Non-gaming and social VR use was rare, hindering broader comparisons.
The State Art of Text Sentiment from Opinions to Emotion Mining

This study is aiming to analyse the feelings expressed by the users in a text on a comment posted on social media. Text Mining and Emotion Mining can be analysed by using both technique of Natural Processing Language (NLP). Mostly on the previous study of text mining is using unsupervised technique and referring to Ekman’s Emotion Model (EEM) but it has restrained coverage of polarity shifters, negations and lack emoticon. In this study have proposed a Naïve Bayes algorithm as a tool to produce users’ emotion pattern. The most important contribution of this study is to visualize the emotion’s theory with the text sentiment based on the computational methods for classifying users’ feelings from natural language text. Then, the general system framework of extracting opinions to emotion mining has produced and capable use in any domains.
Digital India: Opportunities and Challenges including in Context of COVID-19

Abstract: Digital India is an umbrella programme that covers multiple Government Ministries and Departments. It is an effort to weave a large number of ideas and thoughts into a single, comprehensive vision so that each of them can be implemented as part of a larger goal. Digital India is to be implemented by the entire Government with overall coordination being done by the Department of Electronics and Information Technology (DeitY). It provides the much needed thrust to the nine pillars of growth areas, namely Broadband Highways, Universal Access to Mobile Connectivity, Public Internet Access Programme, eGovernance: Reforming Government through Technology, e-Kranti - Electronic Delivery of Services, Information for All, Electronics Manufacturing, IT for Jobs and Early Harvest Programmes. A number of digital health initiatives have also been rolled out under the programme, including in context of COVID-19 and pandemic response. A comprehensive real-time based IT platform ‘COVID India Portal’ has been launched in March 2020 in response to COVID -19 pandemic, for monitoring the situation, preparedness and management to control the COVID in the country.
Reverse Vending Machine Item Verification Module using Classification and Detection Model of CNN

Reverse vending machine (RVM) is an interactive platform that can boost recycling activities by rewarding users that return the recycle items to the machine.To accomplish that, the RVM should be outfitted with material identification module to recognize different sort of recyclable materials, so the user can be rewarded accordingly.Since utilizing combination of sensors for such a task is tedious, a vision-based detection framework is proposed to identify three types of recyclable material which are aluminum can, PET bottle and tetra-pak.Initially, a selfcollected of 5898 samples were fed into classification and detection framework which were divided into the ratio of 85:15 of training and validation samples.For the classification model, three pre-trained models of AlexNet, VGG16 and Resnet50 were used, while for the detection model YOLOv5 architecture is employed.As for the dataset, it was gathered by capturing the recycle material picture from various point and information expansion of flipping and pivoting the pictures.A progression of thorough hyper parameters tuning were conducted to determine an optimal structure that is able to produce high accuracy.From series of experiments it can be concluded that, the detection model shows promising outcome compare to the classification module for accomplishing the recycle item verification task of the RVM.
High Density Impulse Noise Removal from Color Images by K-means Clustering based Detection and Least Manhattan Distance-oriented Removal Approach

Removal of impulse noise from color images is a stringent job in the arena of image processing.Impulse noise is fundamental of two types: Salt and pepper noise (SAPN) and Random valued impulse noise (RVIN).The key challenge in impulse noise removal from color images lies in tackling out the randomness in the noise pattern and in handling multiple color channels efficiently.Over the years, several filters have been designed to remove impulse noise from color images, but still, the researchers face a stringent challenge in designing a filter effective at high noise densities.In this study, a combination of K-means clustering-based detection followed by a minimum distance-based approach for removal is taken for high-density impulse noise removal from color images.In the detection phase, K-means clustering is applied on combined data consisting of elements from designated 5 × 5 windows of all the planes from RGB color images to segregate noisy and non-noisy elements.In the removal phase, noisy pixels are replaced by taking the average of medians of all non-noisy pixels and non-noisy pixels under 7 × 7 windows residing at least Manhattan distance from the inspected noisy pixel.Performance of the proposed method is evaluated and compared up against the latest filters, on the basis of well-known metrices, such as Peak signal to noise ratio (PSNR) and Structural similarity index measurement (SSIM).Based on these comparisons, the proposed filter is found superior than the compared filters in removing impulse noise at high noise densities.
Stable partnerships as a resource for a modern educational organization

This study examines the phenomenon of the formation of stable partnerships as the main resource of a modern educational organization, aimed at helping students acquire not only disciplinary competencies but also a system of moral and ethical values, social and creative abilities, psychological and social adaptability in the socio-cultural space, within whose framework they develop and shape as individuals and professionals. It also examines the essence and process of building such relationships in the higher education system. The study deals with comprehending the role of educational activity in the modern socio-cultural environment, and with revealing the theoretical foundations of the formation of joint activities in the context of an interdisciplinary and multifunctional approach. The main research method here is the method of questioning students from one of the leading universities of the Republic of Crimea: Federal State Autonomous Educational Institution of Higher Education “Crimean Federal University named after V.I. Vernadsky" on the topic "Revealing the role of joint activities and partnerships as a key resource of a modern progressive educational organization." Among the respondents there are representatives of various areas of training, different levels of education, and forms of education. It is important to note that not only the interpersonal partnership of students is assessed directly in the course of the educational process, but also their opinion regarding the existing external partnerships of the educational institution with other organizations that provide educational services to one degree or another. The study also considers pedagogical partnerships and partnerships between teacher and student. The research results are fully reflected and presented in the form of a complex analytical conclusion, which is of particular interest for further statistical, social and pedagogical research on this topic.
Aplikasi Monitoring Peralatan, Bahan Laboratorium Menggunakan Metode Sequential Search di Laboratorium Mikrobiologi dan Genetika UNAS

The Faculty of Biology at the National University has a Microbiology and Genetics laboratory which is used for practicum activities, research, and fieldwork lectures. At the analysis stage, problems were found, namely in recording the use of equipment and materials used by students for research activities still using conventional methods, this resulted in delays in managing and conveying information. Adequate lecture facilities are an important aspect in helping the teaching and learning process. Based on the background of the problem, the author aims to make the equipment monitoring process more efficient, using Android-based devices. The author uses the Sequential search method in the process of monitoring equipment in the laboratory. This research was tested using black-box testing and white box testing by distributing questionnaires conducted using a Likert scale with a value range of 5 to 25 student correspondents with an average value for software testing = 4.6; Interface = 4.44; Software features = 4.32; item search feature = 4.08; with the final mean = 4.09.
Chapter 2. Triage and Immediate Challenges

The onset of a crisis often presents IT departments with sudden challenges. Departments need to respond swiftly to these problems and prioritize crisis response work. Chapter 2 of Library Technology Reports (vol. 57, no. 7), “Triage and Immediate Challenges,” describes that process.
DESIGN OF WEBSITE-BASED SANTRI ATTENDANCE INFORMATION SYSTEM (CASE STUDY: RUMAH YATIM AND TAHFIDZ QUR'AN MADANI BANDUNG)

In today's era of globalization, the advancement of information technology is accelerating. Computers connected to the internet or intranet created to facilitate human work are needed in all fields, especially in the field of education. Rumah Yatim and Tahfidz Qur'an Madani need a website-based attendance information system to help enter santri attendance data. For this reason, the author tried to create a journal about a web-based santri absence system that until now has not been computerized. Rumah Yatim and Tahfidz Qur'an Madani is one of the foundations in Bandung that until now the input of absenteeism is still manual ranging from the input of santri absentee data to the storage of absentee data that has been input and report making. So that it is possible when the process takes place data manipulation and data loss is very large. The design of this information system is the best solution to solve the problems in this foundation, and with a computerized system can be achieved an effective and efficient activity in supporting activities in this foundation.