Reviewerly/exHarmony huggingface dataset:
Designing a Fresh Water Generator Application using Adobe Animate

Fresh water is highly essential on a ship, not only to meet the crew's needs but also for supporting the ship's operations, such as cooling the main engine, and auxiliary machinery, and for cleaning other cargo loads (tank cleaning). Therefore, there is a need for auxiliary machinery capable of converting seawater into fresh water, which is known as a fresh water generator. The researchers chose this research topic due to the lack of understanding about the working system of a fresh water generator, and in the era of society 5.0, people are accustomed to coexisting with technology, as it facilitates various human affairs. Numerous simulation applications have emerged, such as Adobe Animate, which researchers currently use to design and develop a simulation application for the fresh water generator on computer hardware. The aim of this research is twofold: first, to explore how to create a simulation application for the fresh water generator based on Adobe Animate, and second, to understand the operational aspects of the simulation application. The researchers employed the Research and Development method, utilizing the Borg and Gall model, which comprises 10 research steps: preliminary research, information gathering, product design, design validation, product revision, product testing, product revision, product testing, product revision, and mass production. The outcome of this research, the Design, and Development of an Adobe Animate-based fresh water generator application, indicates that the process of creating a simulation application for the fresh water generator using Adobe Animate can be accomplished on all types of computers with the Microsoft Windows operating system. Furthermore, the operational aspects of this simulation application can be executed on computers running the Microsoft Windows operating system without the need for an internet connection.
Smart Sounding Table Using Adaptive Neuro-Fuzzy Inference System

Marine engineers measure the liquid level (sounding depth) to calculate the volumetric content of a ship's tank. The sounding depth is determined using an ullage pipe located at specific points on the tanks. To estimate the accurate volume of liquid, considering the ship's trim and heel conditions, engineers use a tank table (sounding table) consisting of hundreds of pages. However, this method is time-consuming and lacks intermediate values for sounding depth, trim, and heel. Ship designers recommend to use linear interpolation for intermediate values, yet this process is also time-consuming. This paper proposes the implementation of an Adaptive Neuro-Fuzzy Inference System (ANFIS) to digitize the sounding table. To our knowledge, we are the first to apply the ANFIS method to develop a model for liquid volume in non-uniform geometric tanks, accounting for different trim and heel conditions of the vessel. In this study, the digitization of the sounding table using ANFIS is referred to as the Smart Sounding Table (SST). SST's accuracy is validated against experimental values, revealing an R-squared value of 0.9999, a mean absolute percentage error of 0.3515, and a root mean square error of 0.0366. These metrics clearly show that the SST algorithm accurately and reliably models experimental data. Marine engineers input three parameters (sounding depth, trim, and heel) into the SST, enabling rapid and accurate determination of liquid volume in their tanks, without the need for interpolation or exhaustive page searches.
Social Networking Sites for Success: A UTAUT-Based Investigation into University Employee Performance Enhancement

Social networking sites (SNS) have the potential to improve employee performance among university employees in Malaysia. This study delves into the potential of SNS as a means for enhancing employee performance, guided by the Unified Theory of Acceptance and Use of Technology (UTAUT). Leveraging targeted advertisements to augment performance, the research analyzes a sample of 299 university employee participants in Malaysia through a convenience sampling approach, employing SmartPLS analysis to explore the intricate relationships among technology adoption, advertisement effectiveness, and employee performance. The study reveals the significant impact of UTAUT constructs on technology acceptance and highlights the substantial influence of strategically placed advertisements on SNS engagement. The findings underscore the dynamic interplay between technological acceptance, advertisement efficacy, and enhanced employee performance. The implications of this research are noteworthy, offering organizations actionable insights for leveraging SNS platforms and tailored advertisements to optimize workforce productivity and elevate overall performance outcomes. This study contributes to the understanding of how SNS technology adoption among university employees can be a potent tool in shaping organizational success through improved employee performance.
Improvement of Speaking Skills Using Role-Playing Method

&#x0D; &#x0D; &#x0D; This study aims to provide an overview and explanation of: 1) Students' interest in learning speech skills, specifically speech material, using the role-playing method; 2) The level of students' involvement in learning speech skills, particularly speech material, using the role-playing method; and 3) Students' proficiency in learning speech skills, especially in delivering speeches, using the role-playing method. The research method employed is Classroom Action Research (CAR) conducted in class XI BDP Pi at SMK Sunan Kalijogo Malang. Data collection techniques in this study involved observation and tests. The subjects consisted of 32 students in class XI BDP Pi at SMK Sunan Kalijogo Malang. Based on the research results, during the preliminary cycle, only 7 out of 32 students, or 21.87%, passed the speech proficiency test. After implementing actions in the first cycle, the number of proficient students increased to 14, or 43.75%. In the second cycle, the number of proficient students significantly increased to 28, or 84.22%. In conclusion, the use of the role-playing method effectively enhances students' speech skills in delivering speeches within class XI BDP Pi at SMK Sunan Kalijogo Malang. In teaching speech skills, a teacher should be active and skilled in selecting teaching aids to prevent students from becoming disengaged during the learning process.&#x0D; &#x0D; &#x0D;
Boosting Video Object Segmentation via Robust and Efficient Memory Network

Recently, memory-based methods have exhibited remarkable performance in Video Object Segmentation (VOS) by employing non-local pixel-wise matching between the query and memory. Nevertheless, these methods suffer from two limitations: 1) Non-local pixel-wise matching can result in the incorrect segmentation of background distractor objects, and 2) memory features with substantial temporal redundancy consume significant computing resources and reduce the inference speed. To address the limitations, we first propose a local attention mechanism to suppress background features, and we introduce a novel training framework based on contrast learning to ensure the network learns reliable and robust pixel-wise correspondence between query and memory. We adaptively determine whether to update the memory based on the variation of foreground objects. Next, we propose a dynamic memory bank, which utilizes a lightweight and differentiable soft modulation gate to determine the number of memory features to remove along the temporal dimension. This allows efficient and flexible management of memory features. Our network achieves competitive results (e.g., 92.1% on DAVIS 2016 val, 87.6%/81.3% on DAVIS 2017 val/test, 87.0% on YouTube-VOS 2018 val) compared with the state-of-the-art methods while maintaining a faster inference speed of 25+FPS. Moreover, our network demonstrates a favorable balance between performance and speed when dealing with the long-time video dataset.
More Efficient Two-Round Multi-Signature Scheme with Provably Secure Parameters for Standardized Elliptic Curves

The existing discrete-logarithm-based two-round multi-signature schemes without using the idealized model, i.e., the Algebraic Group Model (AGM), have quite large reduction loss. This means that an implementation of these schemes requires an elliptic curve (EC) with a very large order for the standard 128-bit security when we consider concrete security. Indeed, the existing standardized ECs have orders too small to ensure 128-bit security of such schemes. Recently, Pan and Wagner proposed two two-round schemes based on the Decisional Diffie-Hellman (DDH) assumption (EUROCRYPT 2023). For 128-bit security in concrete security, the first scheme can use the NIST-standardized EC P-256 and the second can use P-384. However, with these parameter choices, they do not improve the signature size and the communication complexity over the existing non-tight schemes. Therefore, there is no two-round scheme that (i) can use a standardized EC for 128-bit security and (ii) has high efficiency.
PENGARUH APLIKASI LETS READ TERHADAP MINAT BACA SISWA KELAS V DI SEKOLAH DASAR

Reading is an important education in human life through the learning of knowledge and skills. Modern times when many problems occur in the world of education. The lack of interest in reading in students is caused by the rise of increasingly advanced technology, literacy education is less mastered by some educators, especially in elementary schools. The lets read application in the form of digital media by utilizing the internet on a gadgdet to foster interest in reading in students. Using quantitative research methods in order to produce a quantity of phenomena that occur in elementary schools.in collecting research data is done by means of observation and questionnaires So get the results from using the lets read application can effect the reading interest of fiftth grade students in elementary schools.
Immersive Reading in VR

This research explores different approaches for creating immersive experiences for reading works of fiction in VR, such as novels and short stories. Its goal is to combine the qualities of traditional reading and use the full potential of VR as an immersive medium to enhance the reading of textual narratives. Many technological and conceptual obstacles need to be solved to experience a perfectly balanced reading of fiction in VR. A possible solution to these challenges can be found in answering questions about immersion, interpretation, visualisation, and interaction regarding merging the media of books and VR. In the research for the master's thesis and following the Research Through Design methodology, the author created the VR experience Bookwander, which focuses on exploring, designing and implementing four different approaches for reading fiction in VR. Each approach combines immersion, interpretation, visualisation, and interaction in various ways. Through a series of user studies, this research intends to identify which aspects of these approaches have a positive impact on transforming works of fiction into VR.
The Implementation of Jigsaw Methods in Enhancing English Language Comprehension among Health Polytechnic Students

The purpose of this research is to find out how much students at Health Polytechnic benefit from using Jigsaw techniques to better understand written English. In order to effectively communicate and understand medical principles and procedures, having a strong grasp of the English language is crucial in the healthcare industry. The study looked at how well 78 students from Poltekkes Kemenkes Surabaya learned using a Reading Proficiency test, traditional methods, and pre- and post-test experimental designs. It also used T-tests to look at the results. for a subset of the larger topic, which improves the group's ability to solve problems and make informed decisions. When students from different backgrounds have mastered a subject, they get together to share what they've learned and help each other out. The use of a group strategy not only leads to better overall comprehension, but also to the growth of interpersonal and communicative skills. The purpose of this research is to determine if teaching English using the Jigsaw method is effective for students at Health Polytechnics. The study will rely on statistical methods.&#x0D; Keywords: Jigsaw Method, Reading Proficiency, Cooperative Learning Strategy
Quantum remote implementation with polarization-temporal hyperentanglement

Remote implementation of quantum operation between two distant nodes is crucial for many quantum applications. Here we consider the implementation of an arbitrary single-photon operation upon a remote quantum system exploiting photon pairs simultaneously entangled in the polarization and temporal degrees of freedom, which is a fascinating resource in long-distance quantum communication with its outstanding merits. To improve the level of security for the above protocol, we also consider a controlled implementation of quantum operation scenario by adding a supervisor, which is necessary for distributed quantum computation in a quantum network. Both of the protocols can be fulfilled by bidirectional state teleportation with the aid of the effective cross-Kerr interaction. Furthermore, the simple construction circuits together with available existing optical elements and common single-photon detectors facilitate the realization of our protocols with current sufficient technologies.
Exploring the Use of AI in Autonomous Vehicles, Drones, and Robotics for Perception, Navigation and Decision-Making

The advancement of artificial intelligence (AI) has ushered in a new era of automation and autonomy in various industries. Among the most prominent beneficiaries of AI are autonomous vehicles, drones, and robotics, where AI plays a pivotal role in enhancing perception, navigation, and decision-making capabilities. This paper explores the application of AI in these domains and its transformative impact on their functionalities. This research paper delves into the rapidly evolving field of artificial intelligence (AI) applied to autonomous vehicles, drones, and robotics. The integration of AI technologies in these domains has revolutionized perception, navigation, and decision-making processes, making them more efficient, safe, and adaptable. This paper provides an in-depth analysis of the current state of AI in these sectors, including the key technologies, challenges, and future prospects. It emphasizes the critical role of AI in transforming these industries and discusses the potential societal impacts.
The use of authentic material in English classroom teaching: Indonesian New Curriculum

The Indonesian current curriculum is derived as operational curriculum for school initiator (KOSP). In language learning, the KOSP focuses on the competences to use the language with six basic skills: listening, reading, speaking and writing, with addition Watching and presenting. “watching and presenting” skills is to accommodate the receptive skill from the video and productive skill through media content such as YouTube, Instagram, Tik Tok etc. The KOSP uses genre-based approach in language teaching that emphasizes on the contextual applicable use of the language. with four main activities: Building knowledge of the text, Modelling of the text, Joint construction of the text and Independent construction of the text. In addition, this paper explores about the use of authentic material and its advantages in language learning classroom. Furthermore, the paper presented some example about the use of authentic material in implementing KOSP specifically for basic English in Junior and senior high school. The first authentic material is students’ photograph to teach recount text where the students tell about the photograph either in written and oral. The second authentic material is students’ realia to teach descriptive text.
Youtube Videos As Learning Media:A Review In EFL Contexts

YouTube has become one of the most visited social media globally. Its saturation in students' lives has triggered experiments and observations on the use of YouTube as learning media. This article discusses the use of YouTube videos to teach English language skills using George's literature review model. The databases for selecting the articles used as the data source in this study were Google scholar and ERIC. The relevant articles were published in reputable international journals and nationally accredited journals in the past ten years. Studies on the use of YouTube videos as a teaching medium indicate that using YouTube videos can improve students' listening, reading, speaking, and writing skills and solve their problems in mastering the skills. Furthermore, YouTube videos have been proven to help students solve their grammar difficulties and increase their vocabulary. YouTube videos are also agreed to have kept the students more interested, motivated, and enthusiastic towards English language learning. These results imply that relevant YouTube videos can provide good learning media for supporting students' learning of English as a Foreign Language.
"Formation of leadership qualities among students of higher educational institutions"

In this article, the role of motivation and motivation in the formation of students' social activity skills, as well as the importance of their practical application, is investigated on a scientific basis. The quality of education in the developed countries of the world. About the development of five different initiatives aimed at attracting young people to culture, theater, art, wide involvement in physical education and sports, the use of computer technology and the Internet, the popularization of reading, the involvement of girls in socially active life. About the development of "road maps" for the strategic development of higher education institutions, joint faculties and branches of universities have been created in cooperation with leading universities of foreign countries.
FCGCN: Feature Correlation Graph Convolution Network for Few-Shot Individual Identification

In the era of big data, Deep Learning (DL) technology has achieved breakthroughs in various tasks involving electromagnetic analysis and recognition signals. However, in practical application scenarios, intercepting and labeling electromagnetic signals is difficult, which is challenging to reach excellent performance for DL models as they require lots of samples. Therefore, in this paper, we study few-shot individual identification and propose a Feature Correlation Graph Convolution Network (FCGCN) method to solve this problem. Specifically, the proposed method includes graph structure mapping and identification classification. In more detail, the former is based on expert feature extraction and correlation coefficient calculation whereas the latter is based on the designed Graph Convolution Network (GCN) model. The experimental results, after applying the proposed method on the simulated 5G User Equipment (UE) signal dataset, show that the graph structure can fully represent the deviation between signals of different classes and the correlation within a single class. Moreover, this method reveals better performance in few-shot recognition than existing methods. When the number of samples in each category is 40, the average recognition accuracy of the different Signal-to-Noise-Ratios (SNRs) is 7% higher than that of the baseline model, and it gives better results under low SNR.
Secure and Efficient Blockchain-Based Federated Learning Approach for VANETs

The rapid increase in the number of connected vehicles on roads has made Vehicular Ad-hoc Networks (VANETs) an attractive target for malicious actors. As a result, VANETs require secure data transmission to maintain the network’s integrity. Federated Learning (FL) has been proposed as a secure data-sharing method for VANETs, but it is limited in its ability to protect sensitive data. This paper proposes integrating Blockchain technology into FL to provide an additional layer of security for VANETs. In particular, we propose a Secure and Efficient Blockchain-based FL (SEBFL) approach to ensure communication efficiency and data privacy in VANETs. To this end, we use the FL model for VANETs, where computation tasks are decomposed from a base station to individual vehicles. This effectively reduces the congestion delay and communication overhead. Integrating blockchain with the FL model provides a reliable and secure data communication system between vehicles, roadside units, and a cloud server. Additionally, we use a Homomorphic Encryption System (HES) that effectively preserves the confidentiality and credibility of vehicles. Besides, the proposed SEBFL leverages the asynchronous FL model, minimizing the long delay while avoiding possible threats and attacks using HES. The experiment results show the proposed SEBFL achieves 0.87% accuracy while a model inversion attack and 0.86% accuracy while a membership inference attack.
COMPARISON OF PORTERS STEMMING ALGORITHM AND NAZIEF &amp; ADRIANI'S STEMMING ALGORITHM IN DETERMINING INDONESIAN LANGUAGE LEARNING MODULES

One of the methods used to improve the performance of text summarization to obtain complete information in a learning module is by transforming the words in a module into basic words or, in other words, through a steaming process. The steaming process in Indonesian language texts is more complicated/complex because there are word affixes that must be removed to get the root word (root word) of a word, so this research will compare the two stemming algorithms of Porter and stemming Nazief &amp; Adriani in the learning module at Mataram University of Technology. The test results of the Nazief &amp; Adriani stemming algorithm on an average process duration of 51.8 seconds with an average accuracy of 74.175%. In Porter's Algorithm, the average processing time is 16.875 seconds, with an accuracy of 73.225%.
Design of a Low-Cost, Open Source, and Open Hardware Educational Drone

In today's technology-driven world, innovation is high-paced and the importance of learning the skills surrounding emerging technologies has become crucial.One of such emerging technologies are drones, and the need for drone education has become apparent.However, current educational drones are inaccessible to many individuals, and instead are aimed at collegiate education.Furthermore, drones are hazardous, difficult to manipulate, and costly.To address these issues, in this paper we present the ATR-Drone Project.We have developed a safe mechanical platform, composed of 3D printed components and a simple round metal rod that serves to adjust the balance of the drone during stationary flight trials.The drone utilizes an Arduino as its on-board computing platform along with an opensource custom circuit board we have developed.This provides beginner programmers and hobbyists with the opportunity to easily learn about embedded system fundamentals and the mechanics of aerial vehicles.Overall, the ATR-Drone Project is aimed at lowering the educational barrier-to-entry and opening the doors to any individual who wish to learn about drones through an efficient, easy-to-use, and affordable platform.