Reviewerly/exHarmony huggingface dataset:
Blockchain Technology Implementation on Simple Microcontroller Based Ballots System

Ballots security and reliability is two of the crucial things that makes digital based ballots system not widely implemented. Paper-based ballots have the downsides of environmental impact on making paper. Blockchain has one of the advantages on the security aspect where the blocks are secured using cryptographic protocol that makes it hard to be hacked. This paper will be examining the possibility of ballots implementation using a microcontroller-based ballots system. The microcontroller is used because it is cheap to implement and it has the capability to sign the blockchain transaction. This paper is a proof of concept for a smaller scale ballots system for a small organization with two candidate option. The blockchain network used in this paper is a Ethereum test network provided by Ropsten. The number of testing done is 60 times total for the two candidate. The smaller scale testing proven to be successful with the transaction confirmed successful in etherscan.io.
Encrypted Wireless Communication System on UHF Frequency Based on Text Messages

Communication is a habitual thing for every human, whetherit's communicating directly orindirectly. When a natural &#x0D; disaster happens, problems can occur on communication systems. These problems can lead to information being not &#x0D; received properly, so the two parties communicating didn’t know the content of the message. In this situation, &#x0D; a two-way radio device is the best solution that can be used to communicate. A two-way radio device enables the user &#x0D; to communicate without any cellular network or internet, because the radio can be both a transceiver or a receiver &#x0D; in its own frequency. A common two-way radio device uses UHF frequency range (400 MHz - 520 MHz) because &#x0D; of the characteristics of this frequency range that can penetrate buildings or vegetation that usually interfere with the &#x0D; radio signal. However, a two-way radio device has a broadcast and unencrypted characteristic, so that every &#x0D; conversation that is happening between the radio users can be heard by other users. In an emergency situation such &#x0D; as a natural disaster, important and confidential information shouldn’t be heard by an unauthorized person. So in &#x0D; this project, the writers have a goal to design an encrypted text based communication system that works on the UHF &#x0D; frequency band.
Development of Endless Runner Game "UNTARUN" on Web Platform

UNTARUN is an endless runner game with a top down perspective. The purpose of this game is to entertain the players by using the web. To play this game is using the arrows keys on the keyboard or virtual buttons on the smartphone. In this game, the player controls the character to run as far as possible and collect collectables while avoiding obstacles. Players can also take a rest at the minigame stage. UNTARUN has a 3D (three-dimensional) view and is played on the web. The Unity game engine and C# programming language is used to develop UNTARUN. This game has only one arena and endless stage. The goal of the game is to get the highest score as possible. Testing was carried out using the blackbox testing method, alpha testing method by the supervisors and beta testing method through a questionnaire filled by 33 respondents. The test results show that the game "UNTARUN" is a game whose difficulty level is above average, entertaining and has appropriate controls so that players can play freely. Most of the players are interested in playing this game again.
2D Web-Based Battle Game "MONSTER BEATer" With Rhythm-Base Combat System

“Monster BEATer” is a rhythm genre game with 2D graphics developed for the Web. This game is developed by&#x0D; Unity game engine with the C# programming language. In this game, player will control the musical note&#x0D; character Bita to fight against musical notes which turned into monsters. The game has 10 levels with&#x0D; different songs and obstacles. This game offers the freedom to play using either a PC/Laptop or smart phone as&#x0D; long as it is connected to the internet. The Monster BEAter game testing is done by blackbox testing, alpha testing&#x0D; and beta testing methods. The test results show that the Monster BEATer game is a game that can be played&#x0D; anywhere as long as it has internet connection, has a high level of difficulty and has a unique gameplay.
Sistem Informasi Akuntansi (SIA) pada Waroeng Fake

This research aims to analyze the implementation of the Accounting Information System (AIS) at Waroeng Fake. The research methodology involves literature review, direct observation, and interviews with the management. The findings indicate that the implementation of AIS at Waroeng Fake has enhanced financial management efficiency and inventory control. The conclusion of this research is that AIS plays a crucial role in supporting the effective operations of Waroeng Fake.&#x0D;
Penggunaan Kahoot sebagai Media Pembelajaran pada Mahasiswa Program Studi Manajemen Fakultas Ekonomi Universitas Islam Indragiri

This study aimed to test the effectiveness of using Kahoot as a learning media to improve students' learning outcomes in the Marketing Management course. The research was conducted on students of the Program Studi Manajemen, Fakultas Ekonomi, Universitas Islam Indragiri. The research method used was a Quasi Experimental Design with a pretest-posttest control group design. The research sample consisted of 100 students divided into two groups, namely the control group and the experimental group.&#x0D; The results of the study showed a significant difference in students' learning outcomes between the group that used Kahoot as a learning media and the group that used conventional learning methods. The t-test results showed a significant improvement in students' learning outcomes in the experimental group, with a mean posttest score of 84.07 compared to the control group, which only achieved a mean posttest score of 73.83. This indicates that the use of Kahoot as a learning media can improve students' learning outcomes in the Financial Management course.&#x0D; Based on the research results, it is concluded that Kahoot can be used as an effective learning media to improve students' learning outcomes in the Financial Management course. As a suggestion, the use of Kahoot as a learning media can be applied to other courses as an alternative to improve the quality of learning in higher education. Additionally, further research can be conducted involving a larger sample size and more complex research design to test the effectiveness of Kahoot in using learning media at a higher level.
Sosialisasi Aplikasi Berbasis Web sebagai Media Pencegahan Obesitas pada Remaja di SMA Negeri di Kabupaten Kerinci

Obesity can be defined as excessive or abnormal accumulation of fat in the body that can interfere with health. Obesity and overweight are said to be more associated with global causes of death than the incidence of underweight. (WHO: 2011).&#x0D; Obesity adversely affects almost all physiological functions of the body and constitutes a significant public health threat. This increases the risk of developing disease conditions, such as diabetes mellitus, cardiovascular disease, some types of cancer, various musculoskeletal disorders and poor mental health, all of which have negative effects on quality of life, work productivity and health care costs. (Muhammad Dicky Setyawan et al, 125: 2020) .&#x0D; Based on the basic health profile in 2013 it can be seen that obesity in adolescents nationally also increases every year. The average obesity sufferer in 2007 was 10.3%, increasing to 15.4% in 2013. (D. Wulandari: 2019)
KUALITAS LAYANAN PERPUSTAKAAN DI DINAS KEARSIPAN DAN PERPUSTAKAAN DAERAH KOTA TOMOHON

This study aims to determine the quality of library services at the Regional Archives and Libraries Office of Tomohon City. The research was carried out at the Regional Archives and Library Office of Tomohon City from October to December 2021. The method used in this study was a qualitative method with informants taken using purposive sampling technique with a focus on research using service quality aspects consisting of reliability, assurance, responsiveness and tangibles. The data used are sourced from primary data and secondary data collected through interview, observation and documentation techniques. Data analysis used steps of data reduction, data presentation, and drawing conclusions. The results showed that the overall service quality of the Tomohon City regional library was very lacking, this was caused by the unavailability of competent librarians in the library so that at the time of a visit no one could explain for sure about the library or the information needed and the services provided in terms of infrastructure. namely the need for renewable books not available in the library.
Changing the contents of artistic works as a result of the substitution and blinding of the original meaning of precedent phenomena

The article deal with the problems of perceiving and understanding the contents of artistic works and the reasons for their change. The rea­sons for the transformations of the original values, the influence of such transformations on changing the contents are clarified. The influ­ence of the considerable complexity of language and expressive means used by modern composers on the formation of contents is traced. The influence of the listener's insufficient cultural competence on the perception of complex-language works and changing their con­tents was revealed. For the first time, the role of precedent phenomena in the process of reading and forming the content of works in the pro­cess of their actualization has been consistently investigated. A very important factor in the adequate formation of contents is, in particular, taking into account the values provided by the analysis and under­standing of the precedent situation. This factor, which usually has a socio-cultural nature and is closely tied to specific historical realities, is usually "taken out of parentheses" in the process of perception, which, in our opinion, leads to a significant change in the contents of the perceived object. Erasing the original meanings of precedent names also clearly leads to changes and blurring of the formed con­tents, causing their «modernization». Even more mobile is the result of reading the values of precedent names, which are always closely re­lated to precedent situations. The importance of intertextual and intermedial strategies for changing the contents of read texts is indicated. The importance of the involve­ment of paramusical and cross-cultural factors for the final establish­ment of the configuration of updated contents in the process of per­ception is emphasized. All proposed theoretical formulations presented in the article are based on the results of detailed art and cultural analysis. The descrip­tion and results of one of these basic analyzes are given in the text of the article. This is an examination of the history of the formation of the modern text and the modern content of the well-known folk song of literary origin «How to sit, brothers, near the cup» based on a poem by Osyp Yurii Fedkovych. Peculiarities of reading this artistic text, deter­mined by discursive features and socio-cultural conditions of perfor­mance, are also analyzed.
Modified K-Nearest Neighbor Web Based Chatbot as Service and Academic Information School

At a time when everything is done on an Online basis starting from office activities, teaching and learning activities especially administrative activities school. Where in the activity, aninformant needs to be can serve academic and non-academic information needs for para parents of students and other parties. Chatbot is one of the means to overcome these needs by presentingfeatures that allows for someone to ask when and where. Therefore, in the conclusion that chatbot can be a public means especially on schools - schools that can implement their uses as one school information sources other than the school's business. This Chatbot made using the Modified K-Nearest Neighbor method or can be briefed MKNN. MKNN is the latest version of the previous method, K-Nearest Neighbor where in the application MKNN method does the process additional after Euclidean Distance calculation, Weight Voting. Premise from the weight voting method itself is the biggestweight calculation, so chatbot will calculate the value of the shortest distance to the database from the chatbot then after completion, the chatbot will calculate the value weight or information from that distance so that the results that can be from this are the shortestdistance to the data class that is being addressed by carrying the weight of information biggest or most. This is used to facilitate the deep chatbot determine the category of a database so that it can provide answers that more certain and accurate.
STEGANOGRAPHY IMPLEMENTATION OF INSERTION OF CONFIDENTIAL DATA ON DIGITAL IMAGE MEDIA

Sending confidential messages through the internet is very vulnerable to theft, many irresponsible parties try to get information from these messages for personal gain. So that the secret message can only be read and understood by certain parties, a way is needed to hide the message, namely with steganography. Steganography is a technique to hide messages in media such as text, images, audio and video so that the media that is inserted looks like normal. Bit-Plane Complexity Segmentation (BPCS) is a steganographic method used in message embedding. This method has a large message insertion capacity. The insertion is done by replacing the complex bit-pane with a secret message block. In this final project, a software is developed that applies the steganography method with the BPCS method on uncompressed images. In addition, tests were conducted to analyze the suitability of the BPCS method on uncompressed images. The final result obtained is a software capable of handling message insertion. The conclusion of this research is that the BPCS algorithm is proven to be able to solve the problem of inserting messages into image media.&#x0D;
Natural Inspired Learning Path Recommendation System for Students in E-learning Platforms

Abstract: E-learning has emerged as one of the advanced and efficient methods of education, especially during the ongoing pandemic. While many learning platforms have integrated recommender systems to aid learners in understanding and improving their skills, it has been observed that this approach alone may not be sufficient for optimal learning outcomes. Therefore, this paper proposes a unique method and algorithm inspired by bird swarms to recommend an efficient learning path for learners. The effectiveness of the proposed model was evaluated using nearly three hundred and ninety-five student records, and qualitative evaluation metrics were used to assess its performance. Keywords: E-learning, Nature-inspired algorithms, Recommendation systems, Migrating birds optimization.
Encryption of Audio File Using AES and Blowfish Algorithms

Cloud storage has a role to boldly store data so that it can be accessed by various users. The amount of data stored, causes this data to be vulnerable to attack. It takes a method that can guarantee the security of the data. AES has become a trusted encryption method because of its computational power. Blowfish as a newer method is also trusted because it is efficient and effective in storing data. A web-based application was successfully created based on this method. This app is used to test the combination of these 2 methods. The data used in this study is audio data. Audio data has a higher level of complexity than text data in general, so it requires additional processing when encrypted. Based on the test results, it was found that, the results of the data survived against security attacks with the plain text analysis method with a decryption rate of 0.049%. In addition, the method also succeeded in encrypting data at an average speed of 14 seconds, and decrypting data at an average speed of 13 seconds.
E-COMMERCE WEBSITE APPLICATION WITH CUSTOMER LOYALTY AND RECOMMENDATIONS ITEMS DEPENDS ON PRICE FEATURES USING K- MEANS CLUSTERING METHOD

In the current era of computer technology development, the internet is a media of information that can be accessed across countries. To overcome problems in the commercial system, E-Commerce was created. E-Commerce is a commercial activity using internet media. In the midst of the pandemic Covid-19, many Indonesians have opened E- Commerce to fullfill their daily needs because they have been affected by this Covid-19 pandemic. This program is one of the forms of E-Commerce that was created during the Covid-19 pandemic, starting from December 2020 which was named Maniak Mainan at Indonesian E-Commerce, Tokopedia. Currently the products listed on Tokopedia Maniak Mainan is around 6100 products, therefore a recommendation program is made to provide users with suitable choices according to the price chosen through the bottom of the product page. This program also has a customer loyalty feature that allows users to get discounted prices by adding the nominal amount of purchases on the Maniak Mainan website. The recommendations and customer loyalty made using the K-Means Clustering method obtained using original sales and product data from Tokopedia Maniak Mainan. However, this cluster center will adjusted when the admin uploads a product with a higher or lower price, and the customer loyalty tier will also change if the user's purchase nominal exceeds the previous highest nominal. Through the results of the test, it can be concluded that 20 cluster centers are the right distance for this because it includes the price of products that are nearby. The compatibility test was carried out with the Silhouette Score with the results of 0.579 on the recommendation and 0.689 on the customer tier
The Problem of Violating The Law on Information and Electronic Transactions in Democracy Country

Law Number 11 of 2008 concerning Information and Electronic Transactions as amended by Law Number 19 of 2016 (ITE Law) is a law that regulates all matters concerning information technology applicable in Indonesia. As a democratic country, Indonesia upholds and respects freedom. In reality, the ITE Law creates many problems in the midst of society, because it is often used as a tool to limit freedom of speech and opinion. The results of this study indicate that the presence and implementation of the ITE Law which is considered to silence freedom of opinion and expression which is one of the pillars of democracy for social media users, is actually not all true. The existence of the ITE Law actually presses all parties to be more careful in their attitudes and expressions on social media. So that the negative impact or violation of the rights of freedom of others and other violations in the cyber world can be avoided. Then the freedom of opinion and expression can run well.
PERLINDUNGAN HAK CIPTA TERHADAP SKETSA DAN PATUNG “TUGU SELAMAT DATANG” BERDASARKAN UUHC

Decision Number 35/Pdt.Sus-Copyright/2020/PN Niaga Jkt.Pst is a lawsuit for compensation due to the use and registration of the Grand Indonesia Mall Logo mark which is in the form of a silhouette like a sketch/welcome monument statue. The problem in this material is how to protect the copyright for the welcome monument sketch and statue based on Law Number 28 of 2014 concerning Copyright, and whether Decision Number 35/Pdt.Sus-Copyright/2020/PN Niaga Jkt.Pst is appropriate with statutory regulations. The research method is descriptive analysis, through literature studies and interviews to understand, the data is analyzed qualitatively, by drawing conclusions with a deductive mindset. The conclusions that can be drawn are Article 34 and its explanation and Article 35 along with the explanation of Article 35 paragraph (1) of the Copyright Law which regulates the existence of copyright protection due to a work/official relationship made under the leadership of the designer of the work, therefore the sketch and statue of the welcome monument protected by the Copyright Act, and Decision Number 35/Pdt.Sus-Copyright/2020/PN Niaga Jkt.Pst not in accordance with statutory regulations because the sketch and statue of the welcome monument were made in the context of official relations.
Student's Engagement and Perception of Gamification in Mathematics

Many Indonesian students consider mathematics as an uninteresting learning subject that confuses them. An innovative approach to teach mathematics is needed to increase their engagement. In this case study, gamification which has been known as an activity to increase the student's enthusiasm was introduced in learning algebra. An observation with 20 female eighth graders was done in the classroom with and without the gamification activity to see the student's reactions and emotions in playing the game. Then, two focus group discussions with eight students were conducted by purposeful sampling based on their various levels of activeness and competence in mathematics as well as their scores of the game to grasp their perceptions of gamification in mathematics, followed by an individual interview with the math teacher. The findings were analyzed through the lenses of symbolic interactionism in which the student's acts and perceptions were constructively interpreted and confirmed with the teacher's opinion. The literature was also included to strengthen the result. The research found that gamification in mathematics could highly engage the students, especially when the teacher offered a reward. However, the student's perception was highly influenced by their performance in the game. Despite the lack of mechanical skill, the winners were satisfied; the unsuccessful players had different opinions: some of them wanted to play again to increase their scores whereas the rest of them did not suit the game. Thus, to motivate the students, designing gamified activities in mathematics needed to consider individual preferences.