Reviewerly/exHarmony huggingface dataset:
Making Virtual Library Visible in the Information Age

Purpose: This paper examined making virtual library visible in the information age and the features of the information age.It also highlighted the change in the role of library and library service providers as regards the visible presence of clientele in the library building.The introduction of information technology into information retrieval systems and radical referencing in the information age has broken down boundaries between information sources and users globally.This has necessitated the need for a visible virtual library to meet the information needs of the present-day library patrons located in different geographical locations around the globe.Crucial issues were considered in making virtual library visible in this paper. Design/Methodology & Approach:The methodology adopted was a contextual analysis that involved the review of materials ranging from publications, textbooks, and the relevant internet sources.Implication: Turning blind eyes to the imperative of making virtual libraries visible by the Library and Library Information System (LIS) professionals would render their functions ineffective and irrelevant in the present-day digital age.Originality/Value: This paper concludes that making a virtual library visible in the information age is a necessity that would enable the library to meet the information needs of patrons in real-time using the present-day cutting-edge technology.
Quantitative Measurement and Analysis to Computational Thinking for Elementary Schools in Japan

In Japan, programming education has been made compulsory in elementary schools since 2020. The Programming Education Guide (GPE) explains the purpose of programming education and the abilities that can be fostered through programming education. In addition, the “Portal Site for Programming Education Focusing on Elementary Schools” introduces various examples of programming education. However, there is little information measuring whether programming classes are effective in improving OTWP (Objective Thinking as a Way of Programming) abilities based on CT (Computational Thinking), except for reports of improvement after simple statistical analysis. Therefore, we prepared 30 CT questions, 12 basic and 18 applied, for the CT test considering four key techniques, decomposition, pattern recognition, abstraction, and algorithms, of which 14 questions were pre-test and seven questions were assessment test. In the experiment, 18 elementary school students from grades 1st to 6th were given a short workshop only once, and the analysis of the effect was done statistically, considering their habituation to the problems. The results of the experiment showed that there was no effect of the one-time workshop, unlike other reports of improvement that used simple statistical methods. It became clear that the CT ability was not improved by the short education. On the other hand, a new finding is that females may be inferior to males in three techniques: decomposition, algorithm, and abstraction.
A FINGERPRINT BASED STUDENTS ATTENDANCE MANAGEMENT SYSTEM FOR OLABISI ONABANJO UNIVERSITY

The development of attendance was motivated by the necessity to keep track of who was there in a certain location at any given moment for future reference. Attendance is defined as the awareness of persons present at a specific location at a specific time for a previously scheduled event. Keeping and managing attendance records efficiently is critical for student evaluation. All formal institutions of learning place a high value on class attendance, which is so important that students who do not reach the class attendance threshold are not allowed to appear for exams. Traditional attendance marking techniques are prone to human error and time demanding for both students and lecturers during class. The old attendance system has various drawbacks, including lost attendance sheets, impersonation, time waste, insecurity, and lack of precision. As a result, by utilizing the unique qualities of fingerprint technology, a smart solution to the challenges connected with the traditional attendance system is required. As a result, the article devised, designed, and deployed a fingerprint-based attendance management system for students. The system's development model was the Software Development Life Cycle (SDLC). To record and verify students' fingerprints, a digital persona fingerprint scanner was utilized, and the Graphical User Interface (GUI) was created using the window forms application of the Visual Studio Integrated Development Environment (IDE). The back-end design was created using the C# programming language and the Structure Query Language (SQL) server. The system's logic was implemented in C#, and the SQL server was utilized as the
Multimodal Discourse Analysis of Djarum 76 Advertisement Entitled “New Normal”

Advertisement is one of the communication media that aims to convey information in order to persuade people to buy products. Advertisements use verbal and nonverbal language in conveying the information, as the result it is included as multimodal text. Djarum 76 advertisement is interesting to analyze because they show a different concept from other cigarette advertisements. This study aims to (1) describe language metafunctions, (2) examine visual metafunctions, and (3) explain the relationship between language metafunction and visual metafunction of Djarum 76 advertisements as a multimodal text. The data used in this study are a video of Djarum 76 advertisements entitled "New Normal" in 2020. This video was obtained at Glow Films Jakarta’s YouTube channel, which is the production house for this advertisement. In collecting data, documentation methods and techniques of screenshots, transcripts, and notes were used. This study used the theory of Systemic Functional Linguistics by Halliday (1985), the theory of visual communication grammar from Kress and Leeuwen (2006), intersemiosis (Liu &amp; O’Halloran, 2009) and resemiotization (Iedema, 2003). In explaining the research results, formal and informal methods were used. Based on the analysis of language metafunction, the Djarum 76 advertisement entitled “New Normal” is dominated by mental processes and relational identification processes, declarative mode, and simplex themes. Based on visual metafunctions, this advertisement is dominated by narrative representation process, no eye contact, far social distance, subjective, and center-margin information. The relationship of language and visual metafunctions show that this advertisement is dominated by additive intersemiosis. It means the text elements give a new information to visual elements and vice versa. In addition, resemiotization in this advertisement is used as a marketing technique to attract the attention of the audience.&#x0D; Keywords: Multimodality, Language Metafunctions, Visual Metafunctions, Intersemiosis, Resemiotization, Djarum 76 Cigarette Advertisiments
TO THE INTERPRETATION OF THE CONCEPT OF “BOOK’ CULTURE” IN THE INTERDISCIPLINARY UKRAINE AND FOREIGN SCIENTIFIC DISCOURSE

The main purpose of scientific research is analytical exploring to consider the interpretation of the concept of “book’ culture” in the interdisciplinary Ukrainian and foreign scientific discourse. For implementation of this task, there are important to consider the main aspects to the interpretation of the concept of “book’ culture”. Such aspects include – theoretical and methodological, historical and practical areas of research. Also, the description of the views of Ukrainian and foreign researchers about the structure and nature of book culture deserves attention. As a system, book culture has the synergistic effect, because this type of culture combines not only the carrier of information, but also transmits values, reflects a certain level to culture of society. In general, there are four main levels of book’ culture – 1) the creation of the book – the combination of information and material components to the codex document in handwritten, printed and typographic way; 2) the preservation of book arrays – the activities of book collections, library institutions for the formation of book culture; 3) the book’ distribution – promotion of reading culture and book culture in general among social groups; 4) rethinking the importance of the book for the formation and translation of cultural values. The book’s culture had become the reason for the formation of information culture. Currently, this type of culture assessed as equal in the system of related cultures – the information culture, the literacy culture and the oral culture. At the same time, the question of defining the relationship between the terms “book’ culture” and “culture of book” are open for scientific discussion. The evolutionary development of book culture for different regions and for different historical periods also requires further research.
Methods and means of deanonymization of transactions in blockchain

This paper presents the results of a study of the properties of transactions formation and processing of in blockchain systems, aimed to identify existing barriers to the secure functioning of the network, processing and transmission of data between users, and to determine possible means of deanonymizing transactions. The anonymity of the network is one of the reasons for cryptocurrencies popularity and widespread use of blockchain technology. However, its presence is the basis for unscrupulous transactions, criminal actions of fraudsters and attacks on the system. Therefore, one of the main issues today is to ensure the reliable storage of information and the ability to track suspicious activity and timely protection of users in blockchain systems. The article examines known methods of increasing anonymity and maintaining confidentiality in modern networks based on the principles of blockchain technology, the threats arising from their use and the possible ways of tracking the actions of system participants. A comparative description of known tracking tools and possible means of de-anonymization of the history of completed transactions is given. As a result of the study, it was proposed to use a separate platform to analyze the network in real time, identify threats and their timely elimination, with the ability to visualize relationships and build address graphs as a result of tracking the entire chain of transactions. The tool makes it possible to implement a search among cryptocurrency addresses, blocks, transactions and tags, as well as to identify clusters associated with a particular address. The system analyzes the network in real time to gain insight into the statistics. Particular attention is paid to detecting so-called anomalies, i.e., the identification of transactions that deviate from standard structures. This allows identifying and tracking potentially malicious activities at an early stage.
Pembelajaran Pemberian Reward Terhadap Kemampuan Menulis Teks Prosedur Siswa Kelas VII MTs

This research aims to determine the effect ofgiving rewards on the ability to write procedural texts in Indonesian subject. This researrch includes quantitative research, this research is focused on giving rewards related to the ability to write procedural texts, the research datawas take in may 2021. The research data was abtained using one pre-experimental class, this study was in the from of one grub pretest, the average score was 58.89, the posstest abtained on average score of 85.56. Besed on using the reward method, this research shows that the differences in the results of students’ learning abilities before being given trearment and already being give treatment can be seen from the results of pretest and posstest. From the research data, it can be concluded that the pretest anda posstest scores are different.
Sistem Pendukung Keputusan dengan Metode Electre II Dalam Menentukan Aplikasi Belanja Online Terbaik

With the development of the times, online shopping applications have begun to emerge that make it easier for buyers and sellers to sell and buy goods without the hassle of running. But with so many applications that make people confused about which application is best used. Therefore the author wants to help the community in determining the best application by using a decision support system using the Electre II method, it is hoped that this research can help recommend the best online applications for the community.
An Empirical Study on the Use of Emojis by College Students From the Perspective of Symbolic Interactionism

The present paper, by referring to the theory of Symbolic Interactionism, through the questionnaire survey among college students, studies the functions and influences of emoji use in online communication. It is found that emojis have linguistic, social and aesthetic functions. However, it also has certain disadvantages and limitations.
Meta-Disciplinarity as a Factor of Success of a Modern Person: A Productive Approach

In modern conditions of transformation of socioeconomic system, the task to improve the efficiency of activities and develop the professionalism of workers in all areas is becoming increasingly relevant.In this regard, the acute issue of modernizing higher and general secondary (high) education arises, in order to prepare a competent and successful personality.At the same time, traditional forms of educational activities are not justified as they are mainly aimed at forming the definite system of knowledge, abilities and skills restricted by the frames of program material.The development of personality is only an accompanying effect of such a training system.Meanwhile, currently, more and more attention is paid to the formation of meta-competencies or overdisciplinary, over-professional abilities and traits which allow the personality to become successful and effective in all living spheres, including professional one.The article presents the results of a theoretical analysis of the problem of developing meta-competences by means of productive education, as well as data from an experimental study of the effectiveness of productive education in the process of developing meta-competences of university students.The purpose of the study was to highlight main criteria, as well as methods and means of forming meta-competences, and to determine the role of productive education in this process.The objectives of the study included a description and analysis of problems of vocational education in the conditions of development of an innovative digital economy.Among the criteria for the development of meta-competences of a professional the authors highlighted readiness for innovations, readiness for self-development, ability to critically think, creativity, digital and functional literacy, emotional intelligence.As research methods, the authors used both theoretical techniques of an analysis, synthesis and material systematization, and diagnostic techniques aimed at an empirical assessment of the level of formation of the main components of a metacompetence.According to the study results, modern education should be aimed not at knowledge but at a person capable of self-development on the basis of acquired knowledge, abilities and experience.A similar effect can be achieved through productive education implemented under the conditions closed to natural professional and everyday activities as much as possible.Forming the conditions stimulating a person to creatively search, make non-standard and effective decisions, critically think is the essence of modern education.
Morpo-analisis sa mga nagwaging Siday

The purpose of this study was to evaluate the selected words found among the Siday that won in different literary contests.Analysis was done according to morpheme form, word meaning, word formation or structure, and part of speech.Qualitative research method was used in the form of Content Analysis.It has been proven based on the result that most of the words in the Siday are composed of free and bound morphemes such as pag-and ma-, the words have literal meanings while the structure of the words are mostly with affixes followed by words with repeated syllables and words with no affixes.The part of speech is usually verb followed by noun and adjective.Thus, it can be said that those Siday that won in various literary contests are consist of free and bound morphemes, the words have denotative meanings, words are with affixes and verbs.It is suggested that the winning Siday may be used as spring board in language teaching and make the pattern used in the analysis of words based on morpheme, word structure, meaning and part of speech in the analysis of other genres of literature.
PERANCANGAN KAMPANYE SOSIAL DAMPAK GAME ONLINE BAGI REMAJA DI KOTA PALEMBANG

Technological progress is something that can not be avoided in today's life. One of the results of technological development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online games themselves are not only played from computer games but can also be played on smartphones, online games are much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting media. This design uses premedia media planning methods, playing media and media follow-up. Data collected through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to online games especially teenagers in the city of Palembang in order to be able to balance between playing online games and learning to get achievements in education.Key word: Online Games, Motion Graphic Video, Social Campaign, Internet, Smartphone
Formation of Students' Readiness for Self-Design in the Learning Process as an Indicator of the Quality of Education

The article discusses the concept of formation of readiness for self-design of the student's personal and professional model in the learning process, the relationship of the stages of selfdesign with the content of the components of the student's initiative student and the process of development of readiness for quality management of education.The tasks of students' self-design are presented, which are solved by the corresponding component of the student initiative; approximate measures that increase the effectiveness of solving these tasks and non-effective scenarios that prevent the formation of readiness for self-design and quality management of their own education.The conditions for the effective implementation of the stages of self-design development through the formation of the student's experience in managing educational activities; the construction of a system of teaching students the basics of quality management of education; support from teachers and university administration.The analysis of the data of the experimental approbation of the model is given.
Few Data Diversification in Training Generative Adversarial Networks

The first GANs have initially produced sharp images in relatively small resolution and with limited variations, and unstable training. Later works proposed new GAN models capable of generating sharp images in high resolution and with a high level of variation. However, these models use unlimited and highly diversified image sets. We discuss here the use of these models with real-world image sets, since they are composed of limited sample size sets.
Mobile assisted language learning:

Mobile assisted language learning (MALL) research has been characterized by an overemphasis on technology, while the wide variety of approaches to the uses of mobiles has painted an atomized picture of L2 instruction. This paper discusses various conceptualizations of MALL that favour areas of language learning that are anchored on different theories of learning and language learning. Drawing on the seminal work by Traxler (2018, 2019), as well as on research that has examined self-directed uses, the use of apps and Augmented Reality (AR) in MALL, the authors contend that it is essential to shift our focus away from device-oriented pedagogies to more socially situated practices that take stock of new ecologies of language use. We contend that the research field is in search of a wider theoretical perspective in the context of SLA and language education that explores what we label here as socially contextualized MALL.&#x0D;
An Analysis of Islamic Senior High School English Teacher�s Perception of Using Code Switching in the Classsroom English Teaching

Although the teachers commonly used many languages in the classroom, but that doesn't guarantee avoiding code switching. This research explores the perceptions and beliefs of teachers regarding the use of code switching in Islamic Senior High School classrooms. It also examines the roles and functions of code switching in the classroom. The sample of this research was twenty two Islamic Senior High School English Teacher in Bengkulu were involved in this research. Data were collected through questionnaires and semi-structured interviews. The result from this research were, 1) Islamic Senior High School English teachers generally have positive and negative views about the practice of code switching in the classroom. 2) There were 25 reasons why do the teacher use code switching in the classroom, 3) The major function of teachers� code switching mainly for curriculum access and for maintaining interpersonal relations. Furthermore, Teachers also would be well advised to have strategies for effectively managing code switching in the English Teaching classroom to avoid its negative implications on the language learning process. It can be concluded that teachers also used code switching to maintain interpersonal relations, specifically to encourage students� participation in classroom activities, to increase students� motivation in and confidence in learning the target language.
ZKP-Based Audit for Blockchain Systems Managing Central Bank Digital Currency

Central Bank Digital Currency (CBDC) systems are being developed around the world and production solutions can be expected in the near future.Should a central bank allow handling of CBDC on a ledger that is not under its supervision (via platform bridging), it may wish to specify certain conformance requirements regarding the transactions.We propose a novel audit scheme based on Zero-Knowledge Proofs, which allows the operator of the bridged ledger to prove its compliance to such requirements, without revealing details about the transactions (such as the exact participants, the direction of the transfer, or the transferred value).This scheme aims to resolve the conflict between banks having to audit how CBDC is used on the bridged blockchain and consortia trying to keep sensitive data private.