Reviewerly/exHarmony huggingface dataset:
Anomali Data Mining Menggunakan Metode K-Means Dalam Penilaian Mahasiswa Terhadap Pelayanan Prodi

Cluster analysis is a data mining technique that aims to identify a group of objects that have the same characteristics. The number of groups that can be identified depends on the amount of data and the type of object, so that data problems arise when there is a change to a number of redundant data, but not all of it is changed where the data above is repeatedly made into one table with a different code as the primary key and there are anomalies Insertion, so K-means is one method of clustering data which is divided into the form of one or more clusters/groups that have the same characteristics. Student data clustering uses the k-means method, consisting of student assessments. This study uses student assessment data. Then it was concluded that the assessment group was based on reliability aspects: the ability of lecturers, education staff and administrators to provide services, responsiveness aspects: the willingness of lecturers, education staff and administrators to help students and provide services quickly, aspects of certainty ( assurance): the ability of lecturers, staff and administrators to give confidence to students that the services provided are in accordance with the provisions, aspects of empathy (empathy): the willingness/concern of lecturers, staff and managers to give attention to students, tangibles aspects: students' assessment of the adequacy , accessibility, quality of facilities and infrastructure from the grouping results based on reliability, responsiveness, assurance and empathy data.
Clustering Kualitas Kinerja Pegawai Pemerintah Dengan Perjanjian Kerja Pada Dinas Pekerjaan Umum Dan Penataan Ruang Kota Bengkulu

Abstract-The performance of Government Employees with Work Agreements (PPPK) is one of the elements that greatly determines the quality of PUPR services. With this very important function, PPPK performance needs to be managed properly to determine whether PPPK professionalism has been maximized. One way is by using the Clustering technique with the K-Means algorithm which is very fast in the process of grouping potential PPPK performance. This research method uses SDLC (System Development Life Cycle), which is a logical process used by systems analysts to describe an information system, including requirements, validation, training and ownership. The end result of this research is a system that can cluster PPPK performance into 3 parts where the Best Performance Quality consists of 7 people, Fairly Good Performance Quality consists of 1 person and Poor Performance Quality consists of 7 people.&#x0D;
Pengembangan Presensee: Aplikasi Presensi Mahasiswa Mobile Menggunakan Framework Flutter (Studi Kasus: Studi Independen Alterra Academy

The Presensee is a student’s online presence application developed on a mobile platform. The purpose of developing this application is to overcome some of the problems of conventional attendance methods, including limitations in terms of efficiency and accuracy. The manual attendance method using paper or attendance cards tends to be time-consuming, prone to fraud, and difficult to process. The present study was developed using the Flutter framework in the Dart language. Flutter was chosen because it is a universal platform in which only one program is needed for one application on all types of platforms. Be it Android, iOS, Web, or Desktop.
Rancangan Aplikasi Panduan Ibadah Umroh Dengan Metode Timeline Tree

Abstract_In Indonesia, the number of Android system smartphone users is 88.37% in 2017. Developments in the field of information technology are currently progressing and developing rapidly, especially in the development of mobile phones, starting from hardware such as Samsung, Lenovo, Oppo, Xiomy and other devices that embed Android. as an operating system because it has many advantages. Umrah worship is mostly carried out by Muslims in Indonesia nowadays due to the long waiting time in the queue to be able to go on pilgrimage. Guidance is given directly or indirectly. Directly, the department of religion or the Hajj Guidance Group (KBIH) conducts hands-on training on guidance for the Hajj and Umrah pilgrimages. In using a guidebook prepared by travel or smartphones that search for prayers via Google and make it a little difficult for the congregation because of the many references. This was considered impractical because the guidebook that was included with the travel party was easily scattered, got wet with water or could even be torn so that it could no longer be used. Created a system that continues the design made in this study so that it can be used by related parties.
Penurunan TSS, COD, dan Total Nitrogen Air Lindi dengan Constructed Wetland Menggunakan Melati Air (Echinodorus palaefolius)

Leachate is water that comes from waste seepage which carries dissolved and suspended contents from the decomposition waste material dan waste decay. The parameters contained in leachate include temperature, TSS, pH, Dissolved Oxygen, total ammonia, nitrate, iron, sulfate, COD, and BOD. One of the leachate treatments is constructed wetlands. Processing using the constructed wetlands method is a wetland processing system engineered for wastewater treatment which utilizes plants, soil, and microorganisms. This research utilizes water jasmine plants using subsurface flow with a continuous system. In this study varying discharge and sampling time. This research was carried out on a laboratory scale by testing the decrease in concentration on the parameters TSS, COD, and Total-Nitrogen parameters. The sampling time was carried out on the 6th, 8th, 10th, 12th, and 14th days. In this study, the largest TSS results were obtained at a discharge of 5L/day with a sampling time of the 14th day reaching 96,3%. The highest reduction in COD at a discharge of 5L/day on day 14 was 94,4%. The decrease in total nitrogen at 5L/day discharge on the 14th day was 89.64%. The pH and temperature were observed for 14 days of research and obtained an average pH and temperature of 7.9 and 26.77℃. pH and temperature in this study are pH and temperature with the optimal range in constructed wetland processing.
Analisis Potensi Pencemaran Airtanah di Daerah Dok IV Kota Jayapura

Groundwater contamination is a threat that can endanger human health. Therefore, correct information is needed on the sources of groundwater used by the community. Seeing the development of the community around the Dok IV area which is very rapid and the use of groundwater which is quite large, it is necessary to carry out an investigation regarding groundwater in this area. This groundwater investigation aims to describe the hydrogeological conditions, to determine the chemical elements that are the pollutant load in groundwater and to determine the potential for seawater intrusion. The research method used is the hydrogeological mapping method, namely analysis of recharge and recharge areas, analysis of hydraulic slopes and well geometry. The subsurface investigation uses the subsurface estimation method with Ground Penetrating Radar (GPR). For chemical investigations carried out by taking groundwater samples and analyzing them at the Jayapura regional health laboratory.The results found showed that there were several chemical elements that exceeded the quality standard values. TDS increased in wells 1 and 2, iron increased in well 4, fecal coli in well 1 and coliform in all wells. Based on empirical calculations, the water absorption in this place is 4,069,391.723 m3. The presence of seawater is at a depth of 30 m, so it has not had an intrusive effect on groundwater.
Designing an infrastructural service to bridging the open science ecosystem and society

Watch VIDEO. The presentation will be centred around lessons learned and experiences from the European project COESO, a double-layer research project providing a framework in support of collaborative engagement on societal issues. COESO supports ten citizen science pilots implementing a participatory approach in several European countries: small scale and high intensity collaborations, starting with the problem formulation and extending through the common analysis. The pilots include contributions from different disciplines of the social sciences and the humanities (history, philosophy, political science, sociology and anthropology) and involve artists, journalists, associative members, local authorities. The support provided to the pilots includes mutual learning sessions and accompaniment in the use of a research blogging platform: not only to share the projects’ results, but also to enhance the teams’ co-research activity. Furthermore, the COESO project develops a Virtual Ecosystem for Research Activation (the VERA platform), conceived as a "collaboratory", a common digital framework supporting the projects’ teams in finding partners, managing their project and finding funding. VERA is included among the "Research for Society" services of the OPERAS research infrastructure, whose mission is to support scholarly communication in the social sciences and the humanities (SSH) across Europe. In the effort to build a sustainable framework to support participatory research in the SSH through a digital platform, the COESO project journey provided insights on the challenges and opportunities of participatory research with and within the SSH, including how a research infrastructure can effectively design a service to foster community engagement, bridging different research practices and systems of knowledge (ensemble of practices, methodologies, vocabularies, concepts, outputs), supporting innovation in output formats and setting the premise of an enhanced network of research data linking. Participatory research and citizen science practices are research approaches that challenge the prevailing research processes, and potentially lead to innovative practices that allow for new bridges between knowledge systems and infrastructures. The presentation will highlight two innovative digital formats explored by two COESO pilots to render their research: (1) a multimodal website proposing an interactive map that guides visitors from the broader public to explore the research findings, which were accomplished through a plurality of participatory research approaches. It also includes the "data" behind: the website spatializes a set of materials: interviews, archives, focus groups, and portraits are displayed in a geographical space, and (2) the digital tool, Memorekall, which starts from a video recording to develop a multi-document (including notes, documents, audio, or web links) to record and document the creative process.
Recognition and Assessment of Digital Scholarly Outputs in the Humanities

Watch VIDEO. In recent years we have observed an increase in digital practices and outputs in scholarship, which should be understood as a standard evolution of scholarly practices to take advantage of digital technologies. And although written genres, such as the monograph or essay, remain dominant in the humanities, the range of technological possibilities allow scholars to redefine those forms of expression and enrich them with other media or genres. However, as the opening example showed, this innovation is not supported by the assessment system, or even sometimes takes place in spite of it. A change in attitude requires recognition of three key aspects of digital humanities work: (1) its interdisciplinarity in borrowing tools and methods from ICT or social sciences; (2) the new research practices which should be recognised as valid scholarly work; (3) innovative scholarly outputs that go beyond the traditional genres but provide valid research results. This presentation discusses the recommendations of the ALLEA E-Humanities Working Group with regards to the assessment of novel scholarly communication genres in the humanities. The work is based on the group’s previous report, Sustainable and FAIR Data Sharing in the Humanities, which provided recommendations on data practices in the humanities. The current focus is on attuning institutional policies to emerging scholarly needs in connection to current research assessment reform (CoARA). The recommendations are prepared in close cooperation with stakeholders and the research community. It underwent an open consultation whereby we collected more than 200 comments from the public. The final draft is under preparation and will be published in fall 2023. The ALLEA E-Humanities Working Group recommendations are meant to serve as guidance for institutions and evaluators to embrace innovative outputs in the humanities and thus create space for their development. The Working Group has prepared tailored recommendations which could be divided into two main groups. First, the group focuses on the cross-cutting issues pertinent to digital practices in the humanities, which are (1) linking studies with underlying data, (2) updating and versioning of the outputs, (3) collaboration and authorship, (4) training and competence building, and (5) reviewing. Next, we discuss particular case studies of innovative outputs where cross-cutting issues manifest themselves, such as digital scholarly editions, extended publications, databases, visualisations, code and blogs. The overall conclusions provide some general remarks on recognising and evaluating digital practices in the humanities.
Pengaruh Media Komik Dan Poster Terhadap Pengetahuan Gizi Seimbang Anak Sekolah

Background: Due to a lack of awareness about balanced nutrition requirements, school-age children are currently struggling with a variety of nutritional issues, including undernutrition and excess nutrition. The purpose of this study was to compare the impact of comic books and posters on children's knowledge of a balanced diet. Methods: This type of research is a quasi-experimental design with a pre-post test with control. The research location was at the Ambon City Orphanage with 60 school children aged 10-12 years as subjects. The independent variable is the use of comics and posters in balanced nutrition counseling, while the dependent variable is children's knowledge. At the beginning and end of the study, children's knowledge was measured by a questionnaire. Data analysis used paired sample test and independent samples T-test. The results showed that there was a significant increase in knowledge of balanced nutrition in orphanage children before and after being given comic media and posters with a p-value &lt;0.05. Counseling with poster media is more effective in increasing nutrition knowledge than comic media.
PENGARUH PENGGUNAAN APLIKASI HIRAGANA MEMORY HINT DALAM MENINGKATKAN KEMAMPUAN HURUF HIRAGANA SISWA SMAN 9 PEKANBARU

This research is about the effect of Hiragana Memory Hint application in improving the Hiragana letters ability of the student of SMAN 9 Pekanbaru. This research is focused on one of the Japanese characters, namely Hiragana letters. The reason the researcher chose this letter was because the shape of the Hiragana letter was very different from the alphabet, making it difficult for students to memorize Hiragana letters. Therefore, an interesting, effective, efficient and fun media was tested, namely the Hiragana Memory Hint application. This application is based on Android so that students can use it on their respective cellphones and can be used anytime and anywhere as a medium for learning Hiragana letters. In this application there are various features such as animated images, sounds, and illustrations that are easy to understand, there is also a quiz feature to test how far the students' ability to recognize Hiragana letters. The purpose of this study was to determine the ability of Hiragana letters before and after using the Hiragana Memory Hint application for student at SMAN 9 Pekanbaru. This type of research is quantitative research using quasi-experimental method. Respondents in this study were students of class X SMAN 9 Pekanbaru and the research sample taken amounted to 40 people. Based on the results of the research that has been carried out, it is concluded of Hiragana Memory Hint application has an influence in increasing the ability of Hiragana letters for students at SMAN 9 Pekanbaru with an average value of 90,1.
Extent, levels and suitability of ICT usage for agricultural information dissemination in Uganda: A case of Rubanda, Mayuge districts, and Mbarara city

The main source of livelihood in Uganda is smallholder farming. It is the most common type of agriculture practice supporting more than 70% of the population, thus a dire need to devise means to sustain and improve it towards poverty reduction and socio-economic development resulting from the agricultural sector. This study investigates the Level and Suitability of ICT Usage for Agricultural Information Dissemination in Rubanda, Mayuge Districts, and Mbarara City of Uganda. The study adopted the survey design of the cross-sectional and used structured questionnaires. Data collected were analysed using descriptive statistics of frequency counts and percentages. The study recommended that agricultural information dissemination should always be disseminated and reiterated using newer and more complex ICT devices and platforms but the priority and emphasis must be placed on mobile phones and radio being the leading types of ICT used for agricultural information dissemination in Rubanda district, Mayuge district, and Mbarara city.
Dialogflow Performance Analysis For Learning Services In Learning Management Systems Using Chatbots

The variety of smart connection applications continues to increase, and the need for better communication in the network emerges. The conversation application is a solution that users widely use. The one quite popular today is also known as ChatBot. In this study, the implementation of the ChatBot application was applied to the LMS (Learning Management System). The implementation of ChatBot used the ReactJS library technology in creating the user interface. This application could help students learn outside the classroom, especially if they experience difficulties in the learning process. Furthermore, in this study, the Dialogflow technology was tested for matching sentence combinations in the ChatBot application. The tests were carried out on informatics engineering students at the State Polytechnic of Malang in learning Microsoft Office applications. The results of the research experiment resulted in a 100% accuracy value for original sentence questions from the database and 72% accuracy-free questions, for usability testing produces a calculation value of 88.97%. From the results, it could be concluded that it was very feasible and met the criteria in the usability aspect.
3D hand pose and shape estimation from monocular RGB via efficient 2D cues

Abstract Estimating 3D hand shape from a single-view RGB image is important for many applications. However, the diversity of hand shapes and postures, depth ambiguity, and occlusion may result in pose errors and noisy hand meshes. Making full use of 2D cues such as 2D pose can effectively improve the quality of 3D human hand shape estimation. In this paper, we use 2D joint heatmaps to obtain spatial details for robust pose estimation. We also introduce a depth-independent 2D mesh to avoid depth ambiguity in mesh regression for efficient hand-image alignment. Our method has four cascaded stages: 2D cue extraction, pose feature encoding, initial reconstruction, and reconstruction refinement. Specifically, we first encode the image to determine semantic features during 2D cue extraction; this is also used to predict hand joints and for segmentation. Then, during the pose feature encoding stage, we use a hand joints encoder to learn spatial information from the joint heatmaps. Next, a coarse 3D hand mesh and 2D mesh are obtained in the initial reconstruction step; a mesh squeeze-and-excitation block is used to fuse different hand features to enhance perception of 3D hand structures. Finally, a global mesh refinement stage learns non-local relations between vertices of the hand mesh from the predicted 2D mesh, to predict an offset hand mesh to fine-tune the reconstruction results. Quantitative and qualitative results on the FreiHAND benchmark dataset demonstrate that our approach achieves state-of-the-art performance.
A Virtual Reality Object Interaction System with Complex Hand Interactions

This study explores the use of complex hand interactions in virtual reality (VR) games. This paper presents a preliminary object interaction system that supports the combination of several accessory actions to develop more complex interactions. A proof-of-concept demo is built around this system, implementing three such complex interactions: twist, lever, and hit. Furthermore, a user test is conducted to evaluate users’ experience of these interactions with varying levels of complexity. The study finds that most participants preferred the more complex versions of the interactions compared to their simpler counterparts.
Enhancing Operational Efficiency: Exploring the Integration of SOPs Using Virtual Reality and Smart Glasses Technology in Food Manufacturing

This paper explores the integration of Standard Operating Procedures (SOPs) using virtual reality and smart glasses technology in food manufacturing. The study employs a thorough methodology, combining observational insights to develop a comprehensive SOP. Implementation at different firms resulted in significant improvements, reducing product waste and enhancing overall efficiency. The use of virtual reality further augments SOP adoption. The findings underscore SOPs’ transformative influence, offering a tangible solution to challenges in the food production sector. Recommendations include regular SOP reviews and ongoing training for sustained success. Different firms exemplify SOPs as indispensable tools for operational excellence.
Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli

Human gait is typically influenced by the gait of other people and can be observed in real as well in virtual reality (VR) space. The projection of walking motion of various avatars on walls in VR space reveals that people’s walking speed changes even when walking alongside moving point-light dots (i.e., biological motion), not just a full-body silhouette. However, the effect of the texture or motion of the avatar on the walking speed remains unclear. In this study, we examined the effects of the changes of the texture and walking motion of a human 3D avatar on the walking speed/gait sensation. Furthermore, we investigated the effect of the presence or absence of the priming stimuli of age stereotypes on the subjects’ walking speed/gait sensation. The results revealed a significant interaction between the priming effect and avatar motion. Furthermore, gait sensation differed by motion and texture. These findings provide new insights into the control of human walking speed and the similarities and differences between psychological effects in real and VR spaces.
Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time

The purpose of this study was the objective evaluation of the self-rotation perception that occurs during real-space body turns in virtual reality (VR) activities. This phenomenon is a problem with a previously proposed method that enables natural walking in VR spaces using a turntable. We also investigated the time consumed until the disappearance of the self-rotation perception and eye movements. Experiments were conducted under three conditions: one 60 s normal rotation for visual and somatosensory stimulation and one 60 s rotation and one 30 s rotation for somatosensory stimulation only (proposed method). Nystagmus, which occurs during rotation, was observed during normal rotation but not under the proposed method. The time to the disappearance of the self-rotation perception was shorter at slower rotation speeds. Therefore, the self-rotation perception may be related not only to velocity but also to acceleration. Future research should focus on turntable speed and acceleration to mitigate the self-rotation perception.