Reviewerly/exHarmony huggingface dataset:
Analysis of Regency/City Human Development Index Data in East Java Through Grouping Using Hierarchical Agglomerative Clustering Method

The evaluation of human development is typically done using the Human Development Index (HDI), which measures the level of development in terms of various essential aspects of quality of life. In the case of East Java, the HDI is categorized as high. However. the distribution of HDI among the Regencies/Cities in East Java is still uneven. Therefore, it becomes necessary to cluster the districts/cities based on their HDI and the achievement of each indicator contributing to the HDI. Clustering is a data analysis technique used to group similar data together. Hierarchical agglomerative clustering is one of the methods used for this purpose. The aim of this study is to provide a reference for the government to understand the distribution of characteristic groupings among the districts/cities based on their HDI profiles in East Java. The analysis of East Java's HDI data for 2021 revealed that the best method and cluster was obtained using Average Linkage, with a Cophenetic coefficient value of 0.8105891, resulting in two clusters. The cluster with the highest Silhouette coefficient value of 0.6196077 comprised 34 districts/cities, classified as the low cluster, while the high cluster consisted of four cities/regencies.
Implementation of E-Govqual and IPA Models in Evaluating the Quality of Online Licensing System Services

The online licensing information system website, hereinafter referred to as SIMPONIE, still faces a number of challenges as a transition from manual to digital system and has never been properly checked on the SIMPONIE website. This study aims to assess the good and bad level of SIMPONIE services using six e-govqual dimensions and provide advice based on the results of the Importance Performance Analysis (IPA) analysis. Research development on this method covers the wider scope of service quality. This study used a quantitative descriptive approach to collect data from 50 sample questionnaires and to carry out validity and reliability checks along with hypothesis testing and IPA quadrant analysis. According to the research results, 90.5% of the choices regarding service quality are influenced by factors of community support, function, and involvement as well as user convenience, reliability, and trust. With a gap value (GAP) of -0.75, there is a high priority scale for improvement in quadrant A, namely the license issuance function will be faster if it can be downloaded independently (RLB 2), the system often experiences errors or errors (FI 4) and live chat feature that needs improvement and human resource improvement. The implication of this research is that it can provide recommendations for improvements to improve the service quality of the online licensing system.
Restoration of motion-blurred star image based on improved MIMO-UNet

When observing space debris with ground-based telescopes, in some cases relative motion occurs between the star and the telescope, creating a trailing tail. Motion-blurred star images are characterized by low signal-to-noise ratio and heterogeneous motion blur. In order to improve the recovery quality of motion blurred star images, this paper constructs a motion blurred star image dataset using simulated star images. The Residual Block in the MIMO-UNet is replaced by Res FFT-Conv Block to extract the spatial domain and frequency domain information of the blurred star image. Finally, training is performed on the improved MIMO-UNet. The experimental results show that the network can improve the energy of the trailing stars and recover the shape of the trailing stars.
ONE SHOT FACE STYLIZATION USING GANS

One-shot face stylization is an interesting and challenging subject in computer vision and deep learning. This work deals with the art of manipulating a target face using a reference image as inspiration, which requires controlling facial recognition while specifying important style characteristics This project has attracted a lot of interest due to its potential applications in digital art, entertainment, and personal products. In this abstract, we examine the important features of a one- shot face stylization. Deep neural networks, especially generative adversarial networks (GANs), are widely used in the process to generate customized facial images. These networks are trained on data structures that combine the target and reference faces, with the reference image acting as a strategic identifier. The success of a one-shot facial lies in the meticulous execution of the fading process, which strikes a balance between preserving identity and improving technique. These disadvantages typically include a combination of manpower retention, strategic formation, emotional quality, and enemy training. In conclusion, advances in this field have the potential to transform creative expression and personalization across industries from digital art and animation to virtual avatars and social media filters. Key Words: Facial recognition, generative adversarial networks, virtual avatar, image to image transfer.
Crowd counting algorithm based on face detection and skin color recognition

This paper introduces an innovative crowd counting algorithm using skin color information. Through stages of color space transformation, threshold segmentation, morphological processing, and region filtering, the algorithm successfully conducts crowd counting in images. The study encompasses analyses of images with diverse crowd densities, skin colors, backgrounds, and lighting intensities, revealing the algorithm's robustness to various factors. It remains unaffected by skin color and crowd size and exhibits minimal sensitivity to background and lighting intensity. Furthermore, the paper explores image feature analysis and uses MATLAB programming for simulation and initial crowd counting, considering images with different actual crowd sizes. Despite minor issues such as the insufficient separation of faces from clothing and the influence of lighting intensity, the algorithm performs reliably in most scenarios, demonstrating high crowd counting accuracies. To bolster the accuracy and robustness of the algorithm, optimization of the separation step and control of the lighting effect on images is suggested. The key focus of this study is the application of the Gaussian model in the YCbCr color space for face detection and examining its impact on the efficiency and accuracy of crowd counting algorithm. The research not only provides a novel approach for crowd counting in images but also offers insightful perspectives for future studies and potential improvements. Thus, the study proves to be a significant contribution to face detection and recognition technology, enhancing its application in fields like public safety, crowd management, and surveillance systems.
Removing individuals from video streams throught facial recognition

At this moment in time, with the accelerated development of video streaming systems due to the pandemic context, more and more people have been forced to move into the digital space, in order to continue their previous routines. To minimize the feeling of being online, most meetings (e.g. sessions, courses, labs) were conducted with the camera turned on. To maintain a level of privacy, streaming platforms provide virtual backgrounds, but they only cover static objects, not people. In this article, we propose a solution where only the reference person remains in the frame while the other concurrent participants are removed from the frame, while still maintaining the virtual background. Through the proposed solution, which integrates a series of image processing algorithms that support the process of detecting people in the video stream and identifying the main speaker, we bring an enhanced level of video privacy for participants in video meetings.
Automated Infrastructure Provisioning

The paper is focused on developing an automated infrastructure provisioning that simplifies the process of setting up and managing a network of virtual machines. The infrastructure will utilize virtualization technologies to create a cluster of machines that can be quickly and easily configured to meet the needs of the user. The system will also provide tools for managing the machines and their associated resources.
A Survey on Security Issues in Cloud Systems

“The cloud“ points out to servers, the databases and software that run on those servers. The Internet has always been constructed of infrastructure, servers and clients. Clients send their requests to servers, and servers reply, but cloud computing is distinct in the form that cloud servers are not just replying to requests with on-demand processing but they are saving data and running programs instead of the client. Cloud computing is a technology that is crossing a great expansion today. In cloud computing you can dynamically expand resources without knowledge of a new infrastructure, without developing new software or preparing new staff and to access such great technology the only things that are asked for are an Internet connection and an Internet browser. The goal of this survey is to present the different cloud security threats and recognize the proper security mechanism used to reduce them.
Assisting students to compose music with deep neural networks and aesthetic measurement feedback

This paper introduces a novel approach that enables students to compose music using deep neural networks while simultaneously gaining insights into the functionality of various mathematically computed aesthetic measures. While there are existing applications that allow users to compose music with artificial intelligence, they often lack the feedback, which may be provided by newly developed mathematical aesthetic measurement techniques. Our approach bridges this gap by providing users with objective feedback for their generated melodies, fostering a better understanding of the underlying measurement methods. The application was evaluated by multiple participants, which made us aware of both the strengths and limitations of the application.
Best Practices in Promoting Students’ Reading Habit in Extensive Reading Class

A literate culture must be created for this world, and reading habits are crucial. It moulds a person's personality and aids in their ability to think clearly and come up with original ideas. This study aimed to highlight best practices in promoting students’ reading habits in extensive reading classes. This study employed a qualitative grounded research design. The participants of the study were students of the English department at one of private university in Makassar. The data were collected by conducting semi-structured interviews and classroom observation. The interview transcript and the field notes from the observation were analyzed using a grounded research approach. There are three steps of codification of the grounded research approach: open coding, axial coding, and selective coding. The result of this study revealed seven successful activities applied in supervised (instructed) Extensive Reading classes; some are everyday reading activities, some are modified reading activities, and the lecturer creates others to promote students' reading habits. They were: 1) Jigsaw reading, 2) Jumbled reading, 3) Paraphrasing reading quiz, 4) Reconstructing reading story, and 5) Vocabulary reading challenge. 6) Book response form presentation, and 7). Survey reading. It can be concluded that the student's responses are very positive since they encourage them to read at home or anywhere, not only in class. It is recommended for the teachers should work in collaboration to develop interest of students in reading materials through digital media.
Breaking the Barriers: Flash Card Media’s Role in Enhanching Literacy for Students with Special Needs

This research is motivated by the phenomenon of the low literacy culture of the Indonesian people, which, according to UNESCO, are ranked 60th out of 61 countries. In a year, children in Europe and America can read about 25-27% of books, children in Japan are around 15-18%, while Indonesian children only reach 0.01%. The phenomenon of low interest in reading books also occurs in students with special needs at a private Elementary School. This study aims to improve the literacy skills of students with special needs at an elementary school using flash card media. This study uses an experimental approach, with a pre-experimental model carried out by (pretest-posttest design). The group observed was ten students with special needs in low grades with down syndrome, speech delay, meningitis, slow learning, and dyslexia. The results showed that the flash card media improved the literacy skills (reading at the beginning) of students with special needs with a significance value of 0.007 0.05, which means that the statistical test significance of reading skills scores is smaller than the significance limit value. The improvement of literacy skills (reading the beginning) is also influenced by attractive, illustrated and colourful flash card media design. This results in students being more interested in learning to read and more accessible to understanding the studied concepts.
Development of Indonesian Sign Language System (SIBI) Dictionary Application for Students with Special Needs

The process of communication for deaf persons needs to be facilitated by a particular language. Friends who are deaf want language that is appropriate for everyday requirements in order to communicate and comprehend communications. The objectives of developing assistive technology for the Indonesian Sign Language System (SIBI) dictionary application are to optimize services, create friendly assistive technology, improve the language skills of students with hearing impairments by utilizing technology, and create an inclusive campus that is friendly for students with special needs. The model used in research and development (RD) is Borg Gall. The development stage of the SIBI dictionary application goes through 10 stages, from collecting vocabulary information to the resulting product in the form of an application embedded on a smartphone. Product testing was carried out in two stages to identify constraints in the application and use of the available features. The population was 17 students with special needs at various semester levels, including eight students with hearing impairments (deaf), students with visual impairment (blind/low vision) as many as eight students, then there is one student with obstacles to the function of mobility. The results of this study are that the SIBI Dictionary Application is a dictionary in the form of sign language videos equipped with sound and text as well as word meanings. The video also has a tutorial. This tool can help hearing-impaired pupils study after utilising a digital dictionary. Increasing hearing-impaired kids' vocabularies (value indicator assessment). Deaf community "GERKATIN" and special education students. Thus, the SIBI Dictionary Application with sign language movies with sound, text, and word definitions can better aid kids with special needs and can be downloaded from smartphone app services. All UNM students receive volunteer instruction from special needs classmates.
Qubit Lattice Algorithms Based on the Schrodinger-Dirac Representation of Maxwell Equations and Their Extensions

It is well known that Maxwell equations can be expressed in a unitary Schrodinger-Dirac representation for homogeneous media. However, difficulties arise when considering inhomogeneous media. A Dyson map points to a unitary field qubit basis, but the standard qubit lattice algorithm of interleaved unitary collision-stream operators must be augmented by some sparse non-unitary potential operators that recover the derivatives on the refractive indices. The effect of the steepness of these derivatives on two-dimensional scattering is examined with simulations showing quite complex wavefronts emitted due to transmissions/reflections within the dielectric objects. Maxwell equations are extended to handle dissipation using Kraus operators. Then, our theoretical algorithms are extended to these open quantum systems. A quantum circuit diagram is presented as well as estimates on the required number of quantum gates for implementation on a quantum computer.
Improving EFL Students’ Grammar in Writing Sentences Using Mistake Buster Technique

The purpose of this study was to determine the impact of using the mistake buster technique on grammar mastery for English writing classes. The research approach uses quantitative research through the design of a one-group experimental method. The research subjects were 30 semester III students for the 2022-2023 academic year, STAI Hubbulwathan Duri. Samples were taken randomly with the criteria that students had received English writing skills learning. So, this research was conducted at the English Tadris Study Program, STAI Hubbulwathan Duri. The data collection process uses observation, documents, and tests. Data analysis used paired sample t-test. The results of this study indicate that the mistake-buster technique has a positive influence on the ability to master grammar while learning to write English. This can be seen from the increase in the value achieved by each student or the class average value. Students experience a change in attitude to become more active during learning and can apply their learning experiences to make correct sentences. The results of this study also have implications for teachers' understanding of the importance of understanding learning techniques that are by learning objectives and student learning experiences.
Digitalization of Education and Its Impact on Urban Society: A Study on Junior High School Teachers

This study aims to determine the impact of digitalization of education on urban society. The Background of this research is that the rapid development of technology and information has resulted in changes in various aspects of life, especially in urban areas. One area that feels the impact is the realm of education. The teacher’s ability to provide material accompanied by suitable methods will provide good learning outcomes. The approach in this research is qualitative by using an evaluation method through case studies. This is done by two junior high schools in the Jabodetabek region. The impact of digitalization of education for urban communities is the opening of understanding of teachers and students about the benefits of digital in the world of education. It started the program by making every student aware of the importance of reading through the School Literacy Movement by facilitating students and teachers with libraries. Education is developing in the digitalization of education by encouraging students and teachers to use digital libraries. This effort is strengthened by implementing learning by making digital-based teaching materials, namely by including images, photos and videos in each lesson. One of the teacher's innovations in digital-based learning is to facilitate virtual field trips, where each student can access various interesting information and historical places by using the services of a bolger or guide directly at the destination.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY

Many subjects in engineering are abstract, not only in theoritical concepts but also in practices. This causes difficulties for students in understanding the material. Especially if the availability of practical tools is limited. Therefore we need media that can help students learn abstract material to be more real amidst the limitations of existing practical tools. Multimedia is a technology that is used in various fields, also in the education field. Multimedia has advantages such as being able to simulate, sound, move, video, and others and can be used as a learning aid. Multimedia based on Augmented Reality (AR) is an alternative solution to solve the students problems in learning. The aims of this research is to develop multimedia based on Augmented Reality. This research method is ADDIE. The multimedia development process begins with analysis, design, development, limited implementation and evaluation. The result of this AR-based multimedia development process is that multimedia products have been declared feasible, both in terms of material and multimedia.
DEVELOPING POCKET BOOK AS A MEDIA IN STUDYING GRAMMAR FOR STUDENTS OF MA DAARUL KAROMAH 10th GRADE

This research is motivated by the observation results, that the learning process is in the eyes English lessons at MA Daarul Karomah grade 10 have so far been less effective, because learning is still centered on the teacher and currently the teaching and learning process is teacher only using the lecture method and without using learning media. This study aims to (1) describe the book development procedure pocket book, (2) knowing the validity of the pocket book development, (3) knowing the effectiveness development of pocket books as a media for learning English in class 10 of MA Daarul Karomah. This study uses Research and Development (R&amp;D). This research uses the Borg and Gall model development. This model was developed by Borg and Gall and has 10 stages and is modified using only 6 stages (research and data collection, planning, develop the product, expert validation, product revision and final product). At the Development stage, the Grammar pocket book is assessed for its feasibility by material expert, media expert. Learning media validation results the very valid category was obtained with a percentage of 91% by material experts and 90% by media experts. It can be concluded that research on the development of pocket book as grammar learning media is stated to be very strong whether used as supporting teaching materials.
Using Educational Technology to Reduce Learning Loss During the COVID-19 Pandemic

The purpose of this study is to describe how educational technology was used to minimize learning loss at Senior High School. The COVID-19 pandemic has had a negative impact on education in schools. The ability of students to achieve competence and learning objectives is weaker than before. This phenomenon is termed "learning loss." Therefore, to support the objectives of this study, a descriptive qualitative research method was used. The data was obtained through questionnaires. The data analysis technique uses a data triangulation technique. The research results show that using technology to minimize learning seems successful. This can be seen from the results of a questionnaire on 125 students, namely: 1) 73% of students have a positive perception of learning technology; 2) 45% of students agree that it is not boring; 3) 80% of students increased their motivation to study during the COVID-19 pandemic; 4) 87% of students say learning technology is very useful; 5) And 66% of students think that learning technology was effective during the Covid-19 pandemic. Apart from that, of the five indicators studied, all indicators have a positive correlation with the use of learning technology during the Covid-19 pandemic.