Reviewerly/exHarmony huggingface dataset:
Real-Time Military Security Index Calculation Model Using Big Data Analytics: The Case of South Korea

The recent advent of the New Cold War and rapid changes in global situation are increasing the need for quick and accurate geopolitical risk measurement through quantitative analysis. This study intends to present a new military-security index, a method of measuring military-geopolitical risk using big data analysis. In this regard, South Korea, one of the countries with the highest level of geopolitical risk in the world, was analyzed and quantified by analyzing direct provocations and threats from neighboring countries. The data used include the results of quantifying provocation cases in neighboring countries according to time, frequency, and intensity, the results of analyzing news keywords related to military-security issues in neighboring countries, and real-time terrorism and cybersecurity-risk measurements. Based on this, a model that enables relatively accurate and timely analysis and prediction by indexing and time-series geopolitical risks is presented.
A Game-Theoretic Approach to Developing the Optimal Dynamic Expert Systems for Software Technologies

Game-theoretic approaches evaluate every strategy of every expert system for software technology against all other strategies that are ineffective for planning by defining notions of equilibrium that encompass the optimal strategy for each and classifying these strategies according to their possibility of reaching goals and the paths of execution. In this article, we present an alternative model for the case of Cournot-Nash equilibrium and prove some existence theorems to help expert systems for software technologies minimize the cost function.
Pemanfaatan Limbah Organik Rumah Tangga Untuk Pembuatan Eco-Enzyme

The COVID-19 pandemic has changed many people's lifestyles. Restrictions on community activities require the community to be smart in dealing with the situation to be able to maintain economic conditions and the health of their families. In the development of society which is now instantaneous, the increase in public consumption is also followed by an increase in waste which is a source of environmental problems (pollution). With the majority of the livelihoods of the residents of Beringin Raya Village being informal, they are most affected by the pandemic. Therefore, there needs to be other activities that provide direct benefits to the community. An activity that is easy to do and provides great benefits, one of which is to process organic household waste for something more valuable, in this case eco enzyme. With housewives as the spearhead of change, their involvement in outreach activities to increase knowledge and skills is important. Not only the provision of materials but also demonstrations of making eco-enzymes and distribution of samples became the motivation to make changes.
Improving Speaking English Ability Using Role Play Method for Elementary Students

This study aims to help improve students' ability to speak in English, so a researcher used Role Play method with students being able to explore their ability to speak English, increase their desire to speak English and English vocabulary for SDN Girimulyo I students in communicating with good English and build students to learn English, Especially in speaking aspect. This research is a class action research using two cycles, namely, cycle I and cycle II. The results showed that the average score of their speaking skills increased from cycle I to cycle II. The results showed that the average score of their speaking skills increased from cycle I to cycle II. This was shown by the Spelling results in cycle I (43.25%) to (85.2%) in cycle II. Students' mastery of the fluency aspect in cycle I (51.2%) to (79.1%) in cycle II. Pronunciation aspect of cycle I (56%) to (80.2%) in cycle II. The vocabulary aspect in cycle I (37.5%) became (80.1%) in cycle II. Comprehension increased from cycle I (45.3%) to (79.05%). The conclusion obtained is that role play is proven to improve students' speaking skills. The role play method gives students many opportunities to practice and practice directly.
Peer Review Statement

All papers published in this volume have been reviewed through processes administered by the Editors. Reviews were conducted by expert referees to the professional and scientific standards expected of a proceedings journal published by IOP Publishing Publishing. •Type of peer review: Single Anonymous •Conference submission management system: Morressier •Number of submissions received: 118 •Number of submissions sent for review: 67 •Number of submissions accepted: 65 •Acceptance Rate (Submissions Accepted / Submissions Received × 100): 55.1 •Average number of reviews per paper: 5 •Total number of reviewers involved: 6 •Contact person for queries: Name: Prof. Eko Priyo Purnomo, S.IP., M.Si. M.Res., Ph.D. Email: eko@umy.ac.id Affiliation: Universitas Muhammadiyah Yogyakarta
Visualization

In the previous chapter, we saw how data in the form of text and tables can be explored in Streamlit. In this chapter, we will learn what data visualization is. We will also explore the Streamlit functions to visualize data. Later, we will see the flexibility of how to use Streamlit applications with various Python libraries to visualize data.
JoVE Video Dataset

Taci An Imagej Plugin For 3d Calcium Imaging Analysis - Video. JoVE publishes peer-reviewed scientific video protocols to accelerate biological, medical, chemical and physical research. Watch our scientific video articles. JoVE is the world-leading producer and provider of science videos with the mission to improve scientific research, scientific journals, and education. Millions of scientists, educators and students at thousands of universities, colleges, hospitals and biopharmaceutical companies worldwide use JoVE for their research, teaching and learning.
JoVE Video Dataset

Dual Task Stroop Paradigm For Detecting Cognitive Deficits High - Video. JoVE publishes peer-reviewed scientific video protocols to accelerate biological, medical, chemical and physical research. Watch our scientific video articles. JoVE is the world-leading producer and provider of science videos with the mission to improve scientific research, scientific journals, and education. Millions of scientists, educators and students at thousands of universities, colleges, hospitals and biopharmaceutical companies worldwide use JoVE for their research, teaching and learning.
JoVE Video Dataset

Left Anterior Descending Coronary Artery Ligation For Ischemia - Video. JoVE publishes peer-reviewed scientific video protocols to accelerate biological, medical, chemical and physical research. Watch our scientific video articles. JoVE is the world-leading producer and provider of science videos with the mission to improve scientific research, scientific journals, and education. Millions of scientists, educators and students at thousands of universities, colleges, hospitals and biopharmaceutical companies worldwide use JoVE for their research, teaching and learning.
Systematic Literature Review of Foreign Language Teaching Studies from Perspective of Augmented Reality

Augmented reality technology or better known as Augmented Reality (AR) has been widely used in various fields, especially in the world of education.The AR technology combines the virtual world and reality where it uses an interesting rendering technique for displaying three-dimensional objects, animation, audio, and video by simply scanning the smartphone camera towards a specific image that has been designed.This situation has caused many researchers to study foreign language teaching.However, not many researchers have tried to compile and do a systematic literature review on the same issue.To overcome this shortcoming, this article aims to write a systematic literature review on previous studies related to the study of foreign language teaching from the perspective of augmented reality.The process of writing this SLR refers to the PRISMA writing standard (Preferred Reporting Items for Systematic Review and Meta Analysis).In order to find articles and related resources to be included in this SLR, two main databases namely Science Direct and Google Scholar were used.Based on the theme analysis, this SLR has three main themes which are knowledge, readiness, and perspective.By referring to this SLR, AR technology can have an impact on teachers to be fully integrated in foreign language teaching.This study suggests to future researchers to conduct a better systematic literature review in a wider scope, for example more diverse journal databases and more significant research questions.
Pengaruh Pembelajaran Dalam Jaringan Dengan Aplikasi Google Classroom Terhadap Minat Belajar Siswa Di Smp Plus Muda Prakarya

The method used is a quantitative method. This method is used to determine whether there is an effect of online learning with the Google Classroom application on students' interest in learning at SMP Plus Muda Prakarya. The research instrument used to obtain data is by using product moment correlation analysis. The variable studied in this study is the effect of Online Learning (X) on Students' Interest in Learning (Y).&#x0D; Based on the product moment analysis, the value of "r" count = 0.299. By examining the table for the value of "r" product moment, it turns out that for dk = N-2 = 28-2 = 26 at a significant level of 5%, we get "r" table = 0.388 and at a significant level of 1%, we get "r' table = 0.496. Then it can be concluded that "r" count = 0.299 &lt; "r" table = 0.496. In accordance with the provisions of "if "r" count is smaller than "r" table, then Ho is accepted and Ha is rejected. But on the other hand, if the "r" count is greater than the "r" table, then Ha is accepted and Ho is rejected". Thus, it means that there is no significant effect between online learning on student interest in learning at SMP Plus Muda Prakarya. Then by paying attention to the "r" count = 0.299 in the interpretation table the data is between 0.20 - 0.399 which means that there is no correlation between X and Y variables, even "Low". From the calculation of KD (Coefficient of Determination) it can be concluded that the influence between Variable X (Learning Online) and Variable Y (Students' Interest in Learning) only reaches 8.29%. Thus, there are other factors that affect student learning interest, which is 91.71%. Based on the results of the analysis above through this research, it can be concluded that there is no real influence between online learning on the learning interest of students in SMP Plus Muda Prakarya.&#x0D; &#x0D; Keywords: Online Learning, Students' Interest in Learning
PENERAPAN MEDIA GAMBAR SEBAGAI UPAYA MENINGKATKAN KOSENTRASI BELAJAR ANAK USIA DINI

&lt;div&gt;&lt;p&gt;Early childhood education is education that is shown to preschool children with the aim that children can develop their potential from an early age so that they can develop naturally as children. Early childhood learning must be interesting, with the concept of playing meaningfully. A teacher is obliged to provide media or teaching aids as attractive as possible so that children are interested in participating in the learning process and children easily understand the activities to be carried out.teachers more often provide worksheets as learning media, even though media can be easily made by utilizing the surrounding environment, such as natural materials. who have not used the media properly and often use worksheets, causing the learning process to be unvaried so that students become bored and do not pay attention to what is conveyed by the teacher. Realities like this can affect the learning process, the enthusiasm and ability of children to concentrate on learning and stress on the teacher.This study aims to increase the concentration of Early Childhood Learning in Kindandal Nusantara Kindergarten, Liang District, Banggai Islands Regency through image media.This research uses Classroom Action Research (CAR) which consists of two cycles. Each cycle consists of four stages, namely: planning, implementation, observation (observation) and reflection. The research subjects were groups A and B in Kindandal Nusantara Kindergarten, Liang District, Banggai Islands Regency.Based on the analysis in cycle I and cycle II, the writer concludes that image media can improve the development of students' learning concentration. With image media, children can be confident and concentrate well with an increase of 85%.&lt;/p&gt;&lt;/div&gt;
Implementation of the Hindmarsh–Rose Model Using Stochastic Computing

The Hindmarsh–Rose model is one of the most used models to reproduce spiking behaviour in biological neurons. However, since it is defined as a system of three coupled differential equations, its implementation can be burdensome and impractical for a large number of elements. In this paper, we present a successful implementation of this model within a stochastic computing environment. The merits of the proposed approach are design simplicity, due to stochastic computing, and the ease of implementation. Simulation results demonstrated that the approximation achieved is equivalent to introducing a noise source into the original model, in order to reproduce the actual observed behaviour of the biological systems. A study for the level of noise introduced, according to the number of bits in the stochastic sequence, has been performed. Additionally, we demonstrate that such an approach, even though it is noisy, reproduces the behaviour of biological systems, which are intrinsically noisy. It is also demonstrated that using some 18–19 bits are enough to provide a speedup of x2 compared to biological systems, with a very small number of gates, thus paving the road for the in silico implementation of large neuron networks.
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE QUESTION STUDENT HAVE

The background of this research is the reality found in the field, namely at SMP Negeri 12 Padang, that the lack of motivation and concentration of students in learning, only some students dare to ask questions or express opinions in class, while other students only accept what is given by the teacher. Researchers see the conventional way of teaching teachers, where learning is only centered on the teacher, especially in social studies lessons, teachers are only motivated by textbooks, students only listen and take notes, at the end of learning students answer LKS, so there are still many class VII students who get results. low learning. To overcome this problem, one alternative that can be applied is to use a cooperative learning model of the Question Student Have type. This study uses a quantitative approach in the form of a quasi experiment. The population of the study was class VII students. The sampling technique was purposive sampling, namely class VII1 and VII3. The data collection technique used a test, in the form of objective questions and the data collection tool was a test question sheet. The data is processed by test (t-test). The results of the study obtained that the average value of the experimental group was 80.16, while the control group was 66.72. From the analysis of the t-test = 4.905 &gt; t table = 2,000, at a significance of 0.05. There is a significant difference in student learning outcomes. It is concluded that the application of the Question Student Have Cooperative learning model has a high effect on student learning outcomes in social studies subjects. Keywords : Question Student Have; Learning outcomes; IPS.
Adaptive Bidirectional Gray-Scale Center of Gravity Extraction Algorithm of Laser Stripes

Aiming at the realization of fast and high-precision detection of the workpiece, an adaptive bidirectional gray-scale center of gravity extraction algorithm for laser stripes is proposed in this paper. The algorithm is processed in the following steps. Firstly, the initial image processing area is set according to the floating field of the camera’s light stripe, followed by setting the adaptive image processing area according to the actual position of the light stripe. Secondly, the center of light stripe is obtained by using the method of combining the upper contour with the barycenter of the bidirectional gray-scale. The obtained center of the light stripe is optimized by reducing the deviation from adjacent center points. Finally, the slope and intercept are used to complete the breakpoint. The experimental results show that the algorithm has the advantages of high speed and precision and has specific adaptability to the laser stripes of the complex environment. Compared with other conventional algorithms, it greatly improves and can be used in industrial detection.
Authorship Attribution of Small Messages Through Language Models

Social media platforms brought numerous benefits to our society, but several wrongdoings such as racism, misogyny, hate speech, anti-science statements, and large-scale misinformation came alongside. Authorship attribution is a forensics tool that can help fight against these misconducts when applied to the small texts posted on these platforms. In this work, we exploit the recent developments in language models to tackle the problem of authorship attribution of small messages. Training one model per suspect, we devise a generative approach and compare it against a state-of-the-art discriminative method. Our results show that generative and discriminative features are complementary and can be leveraged to improve the results of current methods. Finally, we propose a strategy to use discriminative and generative models jointly and draw future research paths.
SPS volume 22 issue 1 Cover and Front matter

welcomes stimulating original articles that draw upon contemporary policy-related research and associated developments in the social sciences at the national, regional and international level.The journal welcomes scholarly papers -both theoretical and empirical -which analyse any aspect of social policy and its relationships with society from different angles.Contributions on teaching and learning issues within the discipline are also welcome.Each issue contains stand-alone peer reviewed articles and, uniquely, a themed section, edited by a Guest Editor(s).Every themed section includes an introductory piece, a set of peer reviewed articles, a selected review of the key literature, plus a guide to key sources in the area.
Disjunctive sums of quasi-nimbers

paint can is an example of a game whose positions are disjunctive sums, and a move in any component reduces that component to a nimber. Conway, in On Numbers and Games, partially analyzed the related game supernim, and called these components “superstars”, mentioning “There does not appear to be a complete theory”. The book contains one result about these games, and, until now, there has been no advance in finding good strategies. Here, we show that, for a human, the use of canonical forms is not a good approach. We present an algorithmic, recursive approach to the general case, based on a fundamental reduction of these positions, as well as on a Nimber Avoidance Theorem. An analysis of the computational time of the algorithm is presented.
The GW Community Medi-Corps Program: A Mobile Mixed-Reality Immersive Learning Center

The Community Medi-Corps Program—designed and implemented by the George Washington University (GW) School of Medicine and Health Sciences (SMHS) faculty with Growth and Opportunity Virginia funding (GO Virginia)—is aimed at leveraging the power of community, educational institutions, mentors, industry, and business partners to close the opportunity gap, transform student learning, and enrich the regional workforce. This program transforms educational experience through innovative virtual reality, augmented reality, and a mix between the two that is the enhanced reality (e-REAL). Students will be better prepared in the pathways they choose for high demand health and life sciences industry jobs that will help grow the economy.
Perancangan Sistem Informasi Booking Tiket Berbasis Website Menggunakan Prototype

Saat ini teknologi informasi mengalami perkembangan yang begitu pesat, mulai dari aspek ekonomi, sosial, budaya, seni, pendidikan, bahkan sampai dunia industri. Penerapan teknologi informasi dilihat dari aspek ekonomi diwujudkan dalam bentuk e-commerce. Perkembangan teknologi inipun disambut positif oleh penyedia jasa transportasi kereta api. Pada saat ini masih banyak orang melakukan pemesanan tiket kereta api secara langsung datang ke stasiun karena masih ada masyarakat yang belum memiliki smartphone dengan kapasitas yang memadai untuk instal aplikasi sehingga masyarakat memilih untuk menggunakan cara konvensional dalam pemesanan walaupun ada beberapa aplikasi pemesanan secara mobile namun masih ada masyarakat yang kurang memahami dalam penggunaannya. Hal ini menyebabkan masyarakat memilih untuk memesan di stasiun keberangkatan, adanya antrian ini pemesanan tiket dinilai kurang efektif dan efisien. Oleh karena itu pada penelitian ini dibuatlah perancangan sistem informasi pemesanan tiket berbasis prototipe berbasis website. Tujuan pembuatan prototipe pemesanan tiket kereta api untuk mengurangi antrian yang sering terjadi di setiap stasiun, selain itu untuk mempermudah user dalam melakukan pemesanan menggunakan browser yang dimiliki oleh user tanpa harus menginstalasi aplikasi tambahan pada smart phone user.&#x0D; &#x0D; Abstract: Currently, information technology is experiencing rapid development, ranging from economic, social, cultural, artistic, educational, and even industrial aspects. The application of information technology seen from the economic aspect is realized in the form of e-commerce. The development of this technology is also welcomed by rail transportation service providers. At this time there are still many people who order train tickets directly to the station because there are still people who do not have a smartphone with sufficient capacity to install the application so that people choose to use the conventional way of ordering even though there are several mobile ordering applications, but there are still people who do not understand how to use it. This causes people to choose to order at the departure station, this queue booking tickets is considered less effective and efficient. Therefore, in this research, a prototype-based website-based ticket reservation information system was designed. The purpose of making a prototype for ordering train tickets is to reduce queues that often occur at each station, in addition to making it easier for users to place orders using a browser owned by the user without having to install additional applications on the user's smart phone.
STUDENTS' PERCEPTION OF USING MEDIA PLATFORMS FOR ESL STUDENTS (A case study in SMK Darma Bahari Surabaya)

The purpose of this study was to find out how high-school students felt about using media platforms for English learning. In this study, Students from SMK Dharma Bahari Surabaya took part. Questionnaires and semi-structured interviews were used as data collection methods in this qualitative study with a case study design. The data from the questionnaire was examined using basic statistical analysis, while the data from the interviews were analyzed using Miles and Huberman's flow model. According to the findings, students in this study use media platforms to learn and improve their English. YouTube is the most popular media platforms platform for learning English, according to them. Furthermore, they indicated that media platforms provide them with English content sources through which they may practice their English abilities, particularly listening, expand their vocabulary, and improve their pronunciation. Furthermore, because media platforms provide a wealth of English content, students can access it whenever and wherever they want. The circumstance provides a stress-free language atmosphere in which students can feel at ease and encouraged to learn English outside of the classroom.