Reviewerly/exHarmony huggingface dataset:
The Correlation between Students’ Digital Literacy and English Communicative Competence

In this globalization era, students are forced to understand the basic knowledge of digital literacy because of the transformation in the learning activity. Therefore, digital literacy also can be the medium to learn and develop students’ English communicative competence. English communicative competence can be accomplished in many ways, but digital literacy is also taking a serious role in it. This study pointed to discover the correlation between students’ digital literacy and English communicative competence. This study used a closed-ended questionnaire and an open-ended interview as instruments for a correlational investigation that was linked to a quantitative study. The participants in this study were fourth-semester UNISSULA English Education understudies. The results of this study revealed a shaky link between students' digital literacy and English communicative skills. It was established that the correlational coefficient value was less than the r table score of 0.350 0.432, which is between 0.20 and 0.399 in terms of correlation coefficient interpretation. It can be described that the correlation coefficient between students’ digital literacy and English communicative competence is weak. Although the correlation was weak, but digital literacy had an essential impact on students’ English communicative competence. Then, it can also be said that H1 is accepted and H0 is rejected.
Matrix Decomposition Approaches for Mutual Information Approximation with Applications to Covariance Intersection

Fusing the information provided by measurements from two separate sensors is a common problem for multiple scientific and engineering disciplines, one with many potential solutions that can be found in literature. However, many of these solutions employ schemes that competitively weight solutions and that could potentially bias the fused solutions towards a piece of information. In contrast, other solution methods attempt to cooperatively fuse the available information at the cost of maintaining the appropriate lower (consistent) and upper (tight) bounds. The present work derives a fusion methodology that preserves both consistency and tightness while cooperatively fusing the information provided by information sources A and B. Additionally, upper and lower bounds on a scaling parameter are also derived and proved analytically to maintain consistency and tightness of the presented fusion solution. The derived solution is then compared to current state-of-the-art solution and shown to provide tighter approximations of the optimal solution while keeping the optimal solution as the ultimate lower bound.
Determinants of bank’s net interest margins in Kosovo

The aim of this paper is to investigate internal and external determinants that impact the Net Interest Margin (NIM). The paper employs an OLS-PSCE procedure using quarterly Panel Data (From March 2013 to December 2019) for commercial banks in Kosovo. Results suggest that the Net Interest Margin is the banking sector in Kosovo is mostly influenced by factors within the bank such as: Loan-to-Deposit Ratio; Operation Costs and Fee Income, but less affected by external factors besides inflation. In addition, results suggest that external factors do not influence the net interest margin; therefore, a governmental policy intervention might not have an impact on Net Interest Margin. The results of the research are important for commercial banks in Kosovo, since they can help improve the efficiency through the internal and external indicators that are impacting the NIM.
An analysis of the reading motivation of secondary school students in relation to various variables

This study aims to examine the reading motivation of secondary school students concerning various variables. The research was designed in a scanning model. The research was conducted with 585 participants selected based on simple random sampling method. The research data were collected by using the Reading Motivation Scale and Personal Information Form. In the analysis of the research data, parametric descriptive statistics were used because the data showed normal distribution. According to the findings obtained from the research, there was a significant difference in the reading motivation of the students in relation to gender, grade level, reading books outside the school, buying books, reading books on vacation, reading books apart from homework, using computer hours and academic success; there was no significant difference in relation to preschool education, mother's profession, number of reading books annually, family income level, family togetherness, watching television time and number of siblings.
Efficient and Extensible Scheduling of Streaming Applications on Communication-Aware Heterogeneous Platforms

Synchronous Dataflow Graphs (SDFGs) are widely used to model and analyze streaming applications running on heterogeneous platforms. Scheduling SDFG-based applications on resource constrained heterogeneous platforms are generally NP-hard and time-consuming, which significantly deters the deployment of streaming applications in the era of interconnected world. In this paper, we propose the HPSS, an SDFG scheduling technique on communication-aware heterogeneous platform for latency optimization by subtly employing semantic rules. The HPSS is efficient and extensible, due to the use of a semantics-based approach. The extensibility of the HPSS is illustrated by adding the energy consumption as a scheduling goal and by adding the communication constraint as platform constraints. A case study is also provided to demonstrate how the proposed HPSS can be utilized to offload tasks in a distributed edge computing framework. Extensive experiments carried out over 17 benchmark streaming applications have shown that the proposed HPSS is dozens of times faster as compared with the state-of-the-art works.
Penerapan Algoritma Bayes Terhadap Pengguna Sosial Media yang Ketergantungan

The Bayes method is a method for generating parameter estimates by combining information from the sample and other previously available information. The Bayes approach to statistical estimation methods combines the information contained in the sample with other previously available information. The Bayesian technique uses the initial distribution together with the evidence contained by the sample to calculate the posterior distribution for the parameter . Conclusions regarding the next parameter are based on the posterior distribution and the parameters in this sample are social media dependent parameters
Sistem Informasi Geografis Kerusakan Jalan Berbasis Web

According to the North Buton Regency Public Works and SpatialPlanning Agency in the Central Statistics Agency (2020), in the NorthButon Regency area there are still many roads that are slightlydamaged or heavily damaged, the road damage is a very complexproblem. The losses and impacts suffered are enormous for the roadusers, while mapping and research, especially on road conditions,are still lacking attention. Recognizing the need for information onroad damage that can display the condition of provincial roads inNorth Buton Regency, the information system that will be displayedin the form of a digital map based on Geographical InformationSystem (GIS) is more effective in providing visualization of roaddamage data, road conditions and reports of road damage,especially on provincial roads in North Buton Regency.The research objectives are: (1) To analyze the level of damage toprovincial roads in North Buton Regency. (2) Knowing the WEBbased&#x0D; Geographical Information System Damage to ProvincialRoads in North Buton Regency.The results of the analysis and discussion carried out resulted in thelevel of damage to the Provincial Roads in North Buton Regencyusing the PCI (method Pavement Condition Index)along 12 km whichis divided per 300 meters into 40 segments. With the average valueof 65 in the condition(Good)and then with a geographic informationsystem (GIS) based WEB, data showed damage to the weathering ofthe surface as much as 31%, the hole as much as 39%, Cracksextends as much as 4%, Weathering granules off as much as 13% ,Block crack by 2%, Bleeding as much as 9% and Amblast by 2%.
Komparasi Algoritma Logistic Regression dan Random Forest pada Prediksi Cacat Software

Testing becomes the standard in producing quality software, testing can be assessed through certain measures and methods, one of the benchmarks for software quality is ISO, which was made by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) , In the prediction of software defects software defect prediction error is a very bad thing, the prediction results can have an effect on the software itself. This study compares the results of the Logistic Regression Algorithm and Random Forest before and after the resampling method is applied, the test results show that Random Forest with resampling produces a higher level of accuracy. From the test results above, it can be concluded that the Random Forest with resampling method is more effective in predicting software defects
First-Order Rewritability and Complexity of Two-Dimensional Temporal Ontology-Mediated Queries

Aiming at ontology-based data access to temporal data, we design two-dimensional temporal ontology and query languages by combining logics from the (extended) DL-Lite family with linear temporal logic LTL over discrete time (Z,<). Our main concern is first-order rewritability of ontology-mediated queries (OMQs) that consist of a 2D ontology and a positive temporal instance query. Our target languages for FO-rewritings are two-sorted FO(<) - first-order logic with sorts for time instants ordered by the built-in precedence relation < and for the domain of individuals - its extension FOE with the standard congruence predicates t \equiv 0 mod n, for any fixed n > 1, and FO(RPR) that admits relational primitive recursion. In terms of circuit complexity, FOE- and FO(RPR)-rewritability guarantee answering OMQs in uniform AC0 and NC1, respectively. We proceed in three steps. First, we define a hierarchy of 2D DL-Lite/LTL ontology languages and investigate the FO-rewritability of OMQs with atomic queries by constructing projections onto 1D LTL OMQs and employing recent results on the FO-rewritability of propositional LTL OMQs. As the projections involve deciding consistency of ontologies and data, we also consider the consistency problem for our languages. While the undecidability of consistency for 2D ontology languages with expressive Boolean role inclusions might be expected, we also show that, rather surprisingly, the restriction to Krom and Horn role inclusions leads to decidability (and ExpSpace-completeness), even if one admits full Booleans on concepts. As a final step, we lift some of the rewritability results for atomic OMQs to OMQs with expressive positive temporal instance queries. The lifting results are based on an in-depth study of the canonical models and only concern Horn ontologies.
ANALISIS KEAMANAN SISTEM INFORMASI PADA EMAIL CORPORATE UNIVERSITAS TEKNOLOGI SUMBAWA UNTUK IMPLEMENTASI SISTEM KERJA PAPERLESS (INOVASI SMART CAMPUS )

University is an educational unit that plays a role in organizing higher education in advancing science and technology. In order to realize this role, the University must have an adequate data center. This study aims to analyze the security of information systems on corporate email, in order to implement a paperless-based work system at the Sumbawa Technology University, in realizing Smart Campus innovation by the entire Sumbawa Technological University academic community. This study uses a qualitative descriptive research type. By making direct observations about the information system security audit using COBIT 4.1. The results of the research are in the form of a 'Term of Agreement' pact on the integrity of corporate email rules and the implementation of the university's paperless work system innovation.
Accelerating Encrypted Computing on Intel GPUs

Homomorphic Encryption (HE) is an emerging encryption scheme that allows computations to be performed directly on encrypted messages. This property provides promising applications such as privacy-preserving deep learning and cloud computing. Prior works have been proposed to enable practical privacy-preserving applications with architectural-aware optimizations on CPUs, GPUs and FPGAs. However, there is no systematic optimization for the whole HE pipeline on Intel GPUs. In this paper, we present the first-ever SYCL-based GPU backend for Microsoft SEAL APIs. We perform optimizations from instruction level, algorithmic level and application level to accelerate our HE library based on the Cheon, Kim, Kimand Song (CKKS) scheme on Intel GPUs. The performance is validated on two latest Intel GPUs. Experimental results show that our staged optimizations together with optimizations including low-level optimizations and kernel fusion accelerate the Number Theoretic Transform (NTT), a key algorithm for HE, by up to 9.93X compared with the na\"ive GPU baseline. The roofline analysis confirms that our optimized NTT reaches 79.8% and85.7% of the peak performance on two GPU devices. Through the highly optimized NTT and the assembly-level optimization, we obtain 2.32X - 3.05X acceleration for HE evaluation routines. In addition, our all-together systematic optimizations improve the performance of encrypted element-wise polynomial matrix multiplication application by up to 3.10X.
APLIKASI PENDETEKSI POLA KALIMAT HEADLINE COPYWRITING DENGAN METODE SHIFT REDUCE PARSING

This research aims to produce an application that assesses copywriting headline sentences with correct grammar and word mismatches. Copywriting is an activity of a work through writing to made the readers get response that the writers want to convey and in it there is one of the constituent elements, namely the headline which is a sentence that will be seen first before reading the main content of the work and in the headline there is an RTO formula for making it.In this research, the problem raised was implementing the shift reduce parsing method as a detection of sentence patterns and grammar in the headline copywriting from the preprocessing stage which provides part-of-speech (POS) labels using the HMM model with an accuracy value of 94.69% to the steps parsing and grading of sentences. In making this application, the SDLC waterfall model is carried out in a sequence of several processes in stages in designing and developing a system.The result of this research is an application with the form of a web framework using ASP.net as a web interface. After the application has been built, it will be tested using the blackbox test which results in 98% successful parsing that goes according to design.
PERANCANGAN GAME TOP DOWN ROGUELIKE SHOOTER “ARCANA MEMORIES” PADA PC

This game was created using the C# programming language with the Unity Engine development program. In this game, the player will act as a young man who tries to recover his lost memories. The goal of this game is to regain the character's memory by completing tasks such as exploring the dungeon that always changes its shape, defeating all the enemies that exist, going to the last level, and defeating the final boss. The testing of this game is done by using blackbox testing method, alpha testing by supervisor, and beta testing by 37 respondents through a questionnaire. The survey shows that "Arcana Memories'' has unique and interesting gameplay with a room shuffling feature so that players can enjoy exploring dungeons that shapes and rooms are always changing.
PEMBUATAN GAME RHYTHM “BEAT SPACE” DENGAN MENGGUNAKAN ALAT MIDI CONTROLLER PADA PLATFORM PC

Beat Space is a PC platform based Rhythm game that uses MIDI Controller. The game is developed with Unity Game Engine and C# programming language for writing scripts in the game. It consists of 12 songs including the Indonesian traditional songs. The concept of the game is to gain points by pressing the buttons on the MIDI Controller device to hit the falling Notes that sync with the song rhythm. The score will be calculated from the number of notes that have been successfully pressed accurately. Testing in this game is carried out by the Blackbox testing method, Alpha testing by the supervisor, and Beta testing by distributing surveys to 31 respondents. The test results show that musical instruments in the form of a MIDI Controller can be used to play a game. This shows that the game "Beat Space" has unique controls and is quite entertaining.
SISTEM PENGGAJIAN BERBASIS WEBSITE PADA KANTOR DESA SUKAMEKAR

Sukamekar Village is a village located in Sukawangi District, Bekasi Regency, West Java which has a village head as the village leader, Sukamekar village has employees who serve as secretaries who are in charge of recording employee data and employee attendance who are still using the absent form, using the form frequently there is an error such as missing paper, no attendance data and the financial officer in charge of making salary data is also still manual with a letter of responsibility, therefore the author wants to create a payroll system for the Sukamekar village to assist in the process of computerized attendance and salary management, the web language used is php and mysql as the base data. The payroll system has employee data, attendance data, salary data, tax data and salary data.
PEMBUATAN GAME THIRD PERSON ENDLESS RUNNING “NO END RUN” DENGAN FITUR ACCELEROMETER DAN SHARE SCORE KE MEDIA SOSIAL

No End Run is a 3D endless running game with the perspective of a third person and developed for Android smartphones. This game uses a touch screen and accelerometer sensor in the smartphone to control the character. As a running game, the character can run as far as possible, collect the collectables and avoid the monsters and obstacles. No End Run was made using the Unity game engine with C# as a programming language. Testing is done by Black Box testing, Alpha Testing and Beta Testing. The test results show that No End Run is an endless running game with interesting gameplay and has unique accelerometer controls so players are interested to play it again.
PEMBUATAN GAME 2D RHYTHM RUNNING “CATCH THE BEAT” PADA PLATFORM ANDROID

The game is developed using Unity Game Engine and C# language as a script maker. The game consist of 15 music with 4 music genres. The concept of this game is that the player must complete the stage containing various obstacles that can be passed or destroyed according to music’s beat and tempo. Touchscreen is used to control the game. The test results show that the game "Catch The Beat" is a game with moderate difficulty level, can be entertaining and easy to control. Some players are interested to play this game again.
IMPLEMENTASI METODE COLLABORATIVE FILTERING UNTUK ANALISIS DATA BELANJA KONSUMEN BERBASIS WEBSITE (STUDI KASUS RESTORAN MYKITCHEN)

In determining the right recommendation, of course, we need a method that can provide accurate recommendation results. The basics of determining recommendations can use ratings from one or more users. This will generate beneficial benefits, especially for parties engaged in the food and beverage industry.The role of technology does not escape to produce the right recommendation system. By implementing the ItemBased Collaborative Filtering method, users can find out the right restaurant menu recommendations based on user ratings.The Item-based Collaborative Filtering method is a method that uses the evaluation of one user and another user to obtain a recommendation. This is based on the assumption that the tendency of users is the same from time to time to a product. So that the system will provide feedback to users by processing the rating data. In determining menu recommendations for users, the ItemBased Collaborative Filtering method obtains an accuracy rate of 100%.
SISTEM PAKAR MENDETEKSI BIBIT SAPI UNGGUL DENGAN METODE CERTAINTY FACTOR

The purpose of this research is to develop an application expert system detecting superior cow seedlings by detecting the type of cow using the characteristics that exist in cows, then based on the existing criteria, in the detection of the percentage value of accuracy for a cow can be a superior cow that produces superior cow seedlings. The characteristics and criteria are obtained from the results of interviews at the Mutiara Halim Trade Business and literature studies that have been conducted. The method used is the Certainty Factor method.The result obtained is an Expert System application that can be accessed by admins and users to detect the type and percentage value of superior seedlings in cows owned. The program is run by using XAMPP as Localhost and PHPMyAdmin as Database. Based on the trial using 40 original cow data that has been done, the results of species detection have an average accuracy percentage value of 99.9% and the result of the detection of superior cow seedlings has an average percentage value of 98.4%. Then it can be concluded that the system created can be run and can help the user in detecting the type and percentage of superior cow seedlings.
PEMBUATAN GAME PLATFORMER “INTERVAL” DENGAN FITUR AUTO JUMPING

Interval is a 2D platformer game made using the Unity game engine. The game tells the story of a treasure hunter finding a ruin that no one else has ever explored. Interval has a game mechanic called auto jumping. Auto jumping makes the player can’t control the character jumping ability. The game controls the timing when the character jumps in a certain interval. The time interval is determined by the game. Game testing is done by using the blackbox method, alpha testing and beta testing. The test results show that the game has features that are rarely found in other games, moderate difficulty level, and replayability.
PENDETEKSIAN KEMIRIPAN TEKS DESKRIPSI DIRI PADA E-RECRUITMENT KARYAWAN DENGAN METODE RABIN KARP DAN JARO WINKLER DISTANCE

E-recruitment is a web-based application that is used to recruit employees for several available companies. The e-recruitment system has a plagiarism checker feature. Plagiarism itself has the meaning of actions that are considered fraud by taking someone's idea or writing without mentioning a reference and claiming it as their own. So that the e-recruitment application requires a plagiarism detector which functions to make it easier for companies to assess the characteristics of their prospective employees. The plagiarism checker feature applies a string matching algorithm to a text to search for common words between texts. There are several algorithms used for string matching, two of which are the Rabin-Karp and Jaro-Winkler algorithms. The Rabin-Karp algorithm is one of the algorithms that is suitable for solving multi-string pattern problems, while the Jaro Winkler Distance algorithm has advantages in terms of accuracy. An e-recruitment application with a plagiarism detection feature is developed and tested on various types of text, namely in the form of a self-description text of the prospective employee. From the experimental results, it was found that the two algorithms can be used to detect plagiarism in the applicant's self-description text, but it still has shortcomings in checking it.
PEMBUATAN GAME 3D HORROR ESCAPE ROOM “THINK OR RUN ?” PADA PLATFORM ANDROID

"Think or Run?" is a 3D game with the Horror genre on the Android platform. This game was designed by Unity as a game engine with the C# programming language. The game has 15 stages consisting of a word puzzle stage and a question and answer stage. The concept of this game is that players must complete each stage to continue to the next stage. The controls used in this game are gyroscope sensors. Testing was carried out by conducting the Blackbox, alpha, and beta testing through a questionnaire filled by 35 respondents. The results show that the game has high-difficulty and quite creepy with unique control.