Reviewerly/exHarmony huggingface dataset:
Kelayakan Media Interaktif Berbasis Masalah Dalam Pembelajaran Tematik Terpadu di Sekolah Dasar

This research is motivated by the use of media that has not been maximized to achieve the goals of a lesson, where the media used is still monotonous and makes students feel bored. This research is a Research &amp; Development research with the ADDIE development model. The results of this study obtained that the average result of the validation was 90.67% with a valid category. The results of the teacher's response questionnaire obtained 97.5 in the very practical category, while the student response questionnaire at SDN 16 Ulu Sungai Indarung was 90% in the very practical category and the student response questionnaire results in distributing media at SDN 09 Aia Janiah was 95% in the category very practical. The results of the effectiveness of learning media at SDN 09 Aia Janiah with the percentage of increasing student learning outcomes obtained 89% in the very effective category and the percentage of completeness was 88% in the very effective category. From the explanation above using Adobe Flash CS6 media can make learning run effectively.
Development of Web Application for Accessing &amp; Managing e - Resources

Recently in the last few years there has been a drastic transition in the digital era. Education system is also not skipped through this phase of change. Due to the pandemic situation, the online education system was the only solution. To make online education more effective, quality proof, enjoyable and easier, an e library system has been developed. E-library is a platform where all the E-Books, Research papers, Articles, Journals, Study material are available for the students. After the proper authentication, students are able to login the system and have the benefit of all study material available from the institutional server. Three level securities are adopted to avoid unauthorized access to system and management of study data material. E-Library is playing a major role in enhancing students' interest in learning process, referring and reading the books. E-Library is also having an important role in self and sustainable growth of individual.
bhyve - checkpoint functionality based on zfs

The FreeBSD hypervisor, bhyve, received a series of improvements over the years. Work was done on multiple disk support and improvements have been made to the state saving file format and the hypervisor security. One important functionality that is missing from the hypervisor is the checkpoint mechanism, which is needed by every robust hypervisor in order to be used at a larger scale.For bhyve, the article displays how existing functionalities can be joined to create an usable checkpoint mechanism that can serve as the base for a mature checkpoint implementation.
Optimization of Interactive Demand Response Information Model for Adjustable Load Platform

The demand response (DR) equipment with limited resources on the user side uses the OpenADR protocol based on HTTP / XML to carry the DRservice, which will cause problems of large overhead and high delay. In order to solve this problem, the lightweight protocol constrained application protocol (CoAP) is used to replace HTTP protocol to complete the process of demand response information interaction, and a DR communication architecture based on CoAP is designed. At the same time, aiming at the problems that the congestion control mode of CoAP protocol is too simple and facing high concurrent DR services may cause network congestion and long response delay, an adaptive congestion control method based on network state is proposed. Simulation results show that CoAP protocol can effectively improve DR real-time response ability and reduce overhead. The proposed congestion control algorithm can alleviate the problem of network congestion, so as to improve the performance of DR service carried by CoAP protocol.
IoT-Based Medical Box Improvement for The Elderly Adapting ISO 17025 and QoS

Elderly is a period characterized by limited movement functions in the body. Elderly with multiple comorbidities have a higher risk of non-adherence because receiving more than one type of drug is more susceptible to skipping medication hours so that the elderly need reminders and drug storage areas to maintain drug quality. This research was carried out with Arduino Uno as the control center of the system and using the ESP8266 Wi-Fi module for internet connection. This system uses a DHT-22 sensor, an HW-201 IR sensor and a servo motor. Tool standardization is also carried out through method validation adapting ISO 17025 and network-related Quality of Service (QoS). The results show that the system can work according to the command with an alarm notification on the android application when the clock shows the time to take medicine. Based on the DHT 22 sensor test, by measuring the temperature and humidity, the bias value is 0.318% and the trueness value is 99.7%. This Medical Box tool also has an acceptance limit precision of 83%. Based on the QoS network testing according to THIPON, the network quality is categorized as very good for throughput of 5241 Kbps, packet loss of 0%, delay of 136.5 msec, and jitter of 21.28 which are categorized as very good. This study designed a system to make it easier for the elderly as a reminder of the schedule for taking medication as well as a place to store drugs that can maintain the quality of drugs
Novel Lightweight Consensus Protocol for Reaching Blockchain Consensus in Low Bandwidth Network Environment

As blockchain technology makes rapid progress, attempts to use it in various environments are also increasing. Especially home networks and smart factories consisting of a small network of Internet of Things (IoT) devices with singlehop or a few hops are trying to adopt blockchain systems to guarantee the integrity of data and to protect privacy. However, in such low-bandwidth network environments, they encounter challenges because of the network cost for block consensus. This study proposes a lightweight blockchain consensus protocol suitable for these environments. The proposed protocol improves the existing PBFT protocol to reduce the network cost required for consensus. The main innovation is to reduce the number of phases for consensus from three phases to two phases while preserving Byzantine failure tolerance. These two phases guarantee the total order of clients’ transactions in the same view. And the simple viewchange process in the proposed protocol enables the change of the primary node for new block generation. The experimental result shows a significant performance improvement of block consensus over the PBFT. Using the proposed protocol can contribute to operating blockchain systems in various lowbandwidth network environments. Keywords—blockchain, consensus protocol, lightweight protocol, low bandwidth network, PBFT
ANOVA as Fitness Function for Genetic Algorithm in Group Composition

Establishing suitable groups of students is one of the factors considered as a key to success in group collaboration. In addition, searching for the optimal solution of the problem can be more complicated and becomes an exhaustive search, while taking into consideration the equality of the group homogeneity. However, a few approaches focus on forming groups of students based on the analysis of variance (ANOVA) to ensure that all generated groups have been drawn from a similar population. Hence, the main purpose of this research is to propose a heuristic search algorithm based on genetic algorithm (GA) referred as to ‘Genetic Algorithm with ANOVA’ (GANOVA) to search for best possible groupings of students in terms of educational learning styles. Furthermore, the empirical case studies demonstrate that the proposed algorithm successfully searches for forming the optimal groups of students, where the F-test value of equality of variances is near zero.
Error analysis of an unmanned aerial vehicle’s target positioning at sea

This analytic study was performed with the focus on the target positioning of an unmanned aerial vehicle (UAV) and its error. It intended to enhance the positioning accuracy for the strike of naval guns at the targets at sea. A UAV’s target positioning model was first constructed after introducing five coordinate systems from camera coordinate system to geodetic coordinate system as well as the transformation of these coordinate systems. Subsequently, an error analysis model was established with the Monte Carlo method and based on the error sources affecting the accuracy of target positioning. In the end, a numerical simulation was conducted to quantitatively analyze the influence of these error sources on the target positioning accuracy. The simulation results proved that larger positioning errors must be attributed to the UAV’s attitude angle and the distance.
ARTIFICIAL INTELLIGENCE (AI) IN SCIENCE: IS THE SCIENTIST OR AI LIABLE WHEN A BELIEVER’S HUMAN RIGHTS ARE VIOLATED?

Artificial Intelligence (AI) may appear to be one of the newest and most talked about areas of science amidst the current 4th Industrial Revolution (4IR), but it has, in fact, been under development since the beginning of time, from Arabic Alchemy to (Jewish) Talmudic scholar Rabbi Judah Loew ben Bezalel’s 16th century interpretation of Golem. More recently discussed only in the realm of science fiction movies, AI has now comfortably and securely entered the highest circles of academia, industry, and government. However, experts have only just begun to look at the impact of AI on human rights violations and God. As AI and technology become integral parts of our working lives, this essay aims to answer the question of whether the scientist or AI will be held liable when a Believer’s human rights are violated (physical and psychological violations) and whether the European Union’s Directive 85/374/EEC legislation is adequate in tackling this currently very niche issue.
Performance and Computational Efficiency Comparison of LSTM and GRU Networks for Sign Language Recognition

Language Recognition (SLR) is an crucial task to overcome communication issues between sign language users and others.Since sign language consist of complex hand and body gestures, it is challenging problem to build a system that recognize sign language in real time.Recently skeleton based methods are proposed due to avoid complexity between signers and background.In this paper only skeleton keypoints from RGB only video streams has been used.This is the main differences from other approaches.Pretrained Whole-body pose used to extract skeleton keypoints from each video.This paper aims to achieve good performance with only RGB based videos and also compare the two Recurrent Neural Networks (RNN) models, Gated Recurrent Unit and Long Short Term Memory in terms of performance and computational efficiency.Hence proposed systems uses skeleton data extracted from RGB video, Deep Bidirectional Gated Recurrent Unit and Deep Bidirectional Long Short Term Memory model for sign language recognition.Also in this work some algorithmic techniques to train model efficiently e.g., data transformation and augmentation has been used.In terms of GPU Accesing Memory, GPU Utilization , GPU Time Spent Accessing Memory GRU model outperforms LSTM.However LSTM is better in terms of accuracy and training time.
Toc

Journal of Employment CounselingVolume 60, Issue 1 p. 1-1 ISSUE INFORMATIONFree Access Toc First published: 01 March 2023 https://doi.org/10.1002/joec.12160AboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Volume60, Issue1March 2023Pages 1-1 RelatedInformation
An illusion of disownership over one’s own limb is associated with pain perception

Viewing one's body and even a fake/virtual body experienced as one's own has been suggested to modulate pain perception. However, what happens to pain perception when one's own body part is felt as not belonging to one? We designed a paradigm to induce an illusory feeling of disownership regarding one's limb, investigating whether the feeling affects pain threshold. Participants observed right-side images of their bodies from a third-person perspective via a head-mounted display in real-time. Following instructions, they moved their left hand while keeping their left elbow behind the upper body, so that the connection of their arm to the torso was not visible (test condition), or in front of it, so they could see the arm being part of them (control condition). Then, pain threshold was tested with a thermal stimulator. We found a significantly higher strength of disownership in the test condition than in the control condition. While there was no pain modulation within and between conditions, disownership ratings negatively correlated with pain-threshold changes, where the participants reporting explicit disownership showed lower pain-threshold changes than the others. The finding suggests that while multisensory disintegration had no modulatory effect, the individual sense of disownership was associated with pain perception.
A Novel Multimedia Player for International Standard—JPEG Snack

The advancement in mobile communication and technologies has led to the usage of short-form digital content increasing daily. This short-form content is mainly based on images that urged the joint photographic experts' group (JPEG) to introduce a novel international standard, JPEG Snack (International Organization for Standardization (ISO)/ International Electrotechnical Commission (IEC) IS, 19566-8). In JPEG Snack, the multimedia content is embedded into a main background JPEG file, and the resulting JPEG Snack file is saved and transmitted as a .jpg file. If someone does not have a JPEG Snack Player, their device decoder will treat it as a JPEG file and display a background image only. As the standard has been proposed recently, the JPEG Snack Player is needed. In this article, we present a methodology to develop JPEG Snack Player. JPEG Snack Player uses a JPEG Snack decoder and renders media objects on the background JPEG file according to the instructions in the JPEG Snack file. We also present some results and computational complexity metrics for the JPEG Snack Player.
Scale Adaptive Fusion Network for RGB-D Salient Object Detection

RGB-D Salient Object Detection (SOD) is a fundamental problem in the field of computer vision and relies heavily on multi-modal interaction between the RGB and depth information. However, most existing approaches adopt the same fusion module to integrate RGB and depth features in multiple scales of the networks, without distinguishing the unique attributes of different layers, e.g., the geometric information in the shallower scales, the structural features in the middle scales, and the semantic cues in the deeper scales. In this work, we propose a Scale Adaptive Fusion Network (SAFNet) for RGB-D SOD which employs scale adaptive modules to fuse the RGB-D features. Specifically, for the shallow scale, we conduct the early fusion strategy by mapping the 2D RGB-D images to a 3D point cloud and learning a unified representation of the geometric information in the 3D space. For the middle scale, we model the structural features from multi-modalities by exploring spatial contrast information from the depth space. For the deep scale, we design a depth-aware channel-wise attention module to enhance the semantic representation of the two modalities. Extensive experiments demonstrate the superiority of the scale adaptive fusion strategy adopted by our method. The proposed SAFNet achieves favourable performance against state-of-the-art algorithms on six large-scale benchmarks.
MVFI-Net: Motion-Aware Video Frame Interpolation Network

Video frame interpolation (VFI) is to synthesize the intermediate frame given successive frames. Most existing learning-based VFI methods generate each target pixel by using the warping operation with either one predicted kernel or flow, or both. However, their performances are often degraded due to the issues on the limited direction and scope of the reference regions, especially encountering complex motions. In this paper, we propose a novel motion-aware VFI network (MVFI-Net) to address these issues. One of the key novelties of our method lies in the newly developed warping operation, i.e., motion-aware convolution (MAC). By predicting multiple extensible temporal motion vectors (MVs) and filter kernels for each target pixel, the direction and scope could be enlarged simultaneously. Besides, we first attempt to incorporate the pyramid structure into the kernel-based VFI, which can decompose large motions into smaller scales to improve the prediction efficiency. The quantitative and qualitative experimental results have demonstrated the proposed method delivers the state-of-the-art performance on the diverse benchmarks with various resolutions. Our codes are available at https://github.com/MediaLabVFI/MVFI-Net .
Analisis Manfaat Pojok Baca untuk Menanamkan Minat Baca Siswa Kelas IV SD Negeri Ringinsari

This study aims to analyze the benefits of reading corners in fostering a programmed interest in reading at SDN Ringinsari. The research method used is qualitative with a descriptive approach. Data collection techniques using interviews and observation. Data analysis techniques were carried out descriptively by looking at the results of interviews and observations. Based on the results of data analysis, it can be concluded that the use of a reading corner for fourth grade students at SD Negeri Ringisari is that there is a reading corner in the classroom to bring knowledge sources closer to students and to foster basic literacy. Increasing the frequency of reading students because at will they can read books in the reading corner, the use of the reading corner in the learning process is done 15 minutes before learning begins and when it is empty, the class reading corner is neatly arranged at the beginning of learning until the end of learning to make it easier for students to find the book you want to read.
The Effect of Cartoon Film Toward Students’ Reading Comprehension in Narrative Text at the 9th Grade of SMPN 2 Rao Selatan

This research was motivated by several problems of students at the 9th grade of SMPN 2 Rao Selatan related to students’ reading comprehension in narrative text. The problems of this research were students felt difficult to determine the main idea in narrative text. Students were low enthusiastic in learning. This research aimed to know whether there was significant effect of using cartoon film on students’ reading comprehension in narrative text. The researcher used a pre experimental research with one group pretest posttest design. The population of this research was the 9th grade students of SMPN 2 Rao Selatan consist of 2 classes, the sample was in class IX.1 which was taken by using purposive sampling technique. The data was analyzed by using liliefors test to test the normality and homogeneity data. Whereas, the hypothesis the researcher used t test, then the researcher consulted the result with the degree table (a) = 0.05. The research findings showed that the reading comprehension in narrative text of students at the 9th grade of SMPN 2 Rao Selatan had poor score in pretest which mean score 51.40. After treatment, their reading comprehension increased significantly which mean score 72.00. The result of the t-obtained =9.726 &gt; t-table=2.093 with degree freedom (df) =19 with 0.05/2=0.025. Meanwhile, the Sig (2-tailed) was 0.000 &lt; 0.005. So, the alternative hypothesis (Ha) was accepted that there was significant effect of using cartoon film. It was proven that using cartoon film can help to improve students’ reading comprehension in narrative text.
Segmentation K-Means Clustering Model With SPSS Program Case Study Customer the Park Mall Sawangan

In a transitioning word, specially in mall property industry, a winning strategy comes from anticipating with people needs and desires, understanding them in the most holistic way possible. The 7P marketing mix refined by Booms and Bitner in 1981 which consists of elements of Product, Price, Place, Promotion, People, Physical evidence, Processes and additional Partnerships, is a tool for analyzing existing market conditions in more depth. In addition, to meet customer wants, needs, and satisfaction refers to the market environment, both external and internal. This research succeeded in modeling customer segmentation based on clustering data mining techniques with K-Means analysis using the SPSS program. Based on the analysis results obtained, there are 3 clusters, namely clusters: consumptive customer, potential customer, and standard young customer. From the results of this study, we get the personas that emerge as a result of this clustering analysis, and identify the needs, desires, and preferences of the cluster that is formed. We choose to develop tactic 8Ps marketing mix for cluster potential customer.
Management of Developing Community Reading Interest in Utilizing Digital Literacy in Science and Lorong Library

This study aims to examine an important issue related to branding in the context of the public sector: namely the public interest in utilizing the Lorong library policy and utilizing digital literacy in science. This study applied a mixed-method method that analyzes data from 1.500 respondents using interview techniques and questionnaire distribution in the form of a Likerts scale. The data has been collected and analyzed in two forms, namely qualitative and quantitative forms. The results of study show that Lorong library managers apply various methods to manage people's interest in reading. Among them are carrying out various activities carried out in the library and providing free WIFI. It can be concluded that gender differences in reading interest are due to opportunities and free time, so that the development of knowledge is different between men and women and this influence on the achievement or level of welfare of the people. Furthermore, the existence of the Lorong Library is very helpful to the community, especially during Covid-19 pandemic.
VVAFER &amp;#x2014; Versatile visual analytics framework for exploration and research

The development of interactive visualization applications that are applicable to many real-world problems is a challenging affair.For every new project, developers need to follow the same repetitive steps of fetching the raw data, transforming the data into processable form, defining visual structures and then displaying them appropriately.To accelerate this, we propose the Versatile Visual Analytics Framework for Exploration and Research (VVAFER).VVAFER is planned to be an extensible visual analytics framework, upon which different applications can be developed with minimum overload at the development side.Through modular architecture, unified data formats, reusable templates and software components, developers will be able to quickly deploy and create their visualization applications by configuring existing templates with their own specific functionalities.In this paper, we describe our motivation for this future framework and its architectural design.