Reviewerly/exHarmony huggingface dataset:
A Hybrid Model for Text Summarization Using Natural Language Processing

Text summarization plays an important role in the area of natural language processing. The need for information all over the world to solve specific problems keeps on increasing daily. This poses a greater challenge as data stored on the internet has gradually increased exponentially over time. Finding out the relevant data and manually summarizing it in a short time is a challenging and tedious task for a human being. Text Summarization aims to compress the source text into a more concise form while preserving its overall meaning. Two major categories of text summarization methods exist namely: extractive and abstractive. The extractive technique concentrates on determining key themes using frequency analysis of sentences in the corpus of the text. Abstractive methods write a new summary with newly generated texts which do not appear in the corpus itself. This paper presents a hybrid model for text summarization using both extractive and abstractive techniques. Term Frequency (TF) – Inverse Document Frequency (IDF) was used for extractive and T5 Transformers for abstractive summarization. Iterative Incremental Methodology was adopted in the study. The hybrid model emerged as not the best choice compared to the extractive and abstractive as it had been hypothesized in the study when the accuracy and execution time of the summary generated was considered.
Developing Picture Series in Recount Text for Eighth Grade Students of MTs Darul Huda Wlingi

This research aimed, describe the process and result of developing picture series in recount text for 8 th grade students of MTs. Darul Huda Wlingi. Writing is the basic skills for students. Generally teachers teach recount text material in school based on books, students felt bored and look monotonous. Students need learning media that interesting and easy to understand. This research was conducted developing picture series media in recount text. The object is eighteen students of class 8 th . This research method using the Dick and Carry, The researcher was made instrument need analysis questionnaire, validation questionnaire were conducted media expert, material expert, and students responds. Based on the result above obtained media expert was 82,5%, material expert was 88% and students responds was 82%. The result of media expert, material expert and student responses that developing picture series in recount text has a feasible of validity could be used.
Real Hand Gesture in Augmented Reality Drawing with Markerless Tracking on Mobile

Augmented Reality (AR) is a technology that can combine real and virtual objects.Interaction is essential in AR, allowing the user to interact with a virtual object in the natural environment.There is various type of gesture interaction that can be applied in AR.The use of gesture interaction in drawing space has become a popular topic among researchers to apply this concept to AR technology by using bare hands to interact directly with AR.However, the visual and spatial complexity of the canvas when involves a real-time drawing canvas for AR still unsolved issue and using real hand gestures on a handheld device still challenging.The implementation approach for the AR Drawing application, as well as hand gesture recognition to collect gesture input for the AR drawing space, is detailed in this paper.The gesture input needed to be conveyed to the portable device, hence the integration procedure took place over a local network.The application flows have been documented, and the user interface (UI) consists of three screens.Brushstroke, thickness slider, and colour are among the elements in this AR drawing space.For AR, ARCore has been used to enable tracking.ARCore is a motion-based tracking approach that does not require the use of a physical marker.It is also known as markerless tracking.By bringing attention to an unsolved problem that impacts a gesture inputs.The compatibility to convert from traditional drawing into digital drawing space and the use of hand gestures as input is challenging.Therefore, this paper explains the process to actualize the real-time drawing in handheld AR using the user's real hand.
Development of Interactive Organic Chemistry E-Module Using Macromedia Flash Improves Concept Mastery

This study was examining to produce e-modules as teaching materials in interactive organic chemistry courses using macromedia flash through the development process and determine the effect of interactive organic chemistry e-modules using macromedia flash on student concept mastery. This research method is development research known as Research and Development (R &amp; D) Borg and Gall model with the following research stages, 1) Preliminary Study, 2) Planning, 3) Initial product development, 4) Small-scale field test, 5 ) Revision of small-scale field test results, 6) Main field test, 7) Revision of main field test results, 8) Operational field test, 9) Final product revision, and 10) Product implementation. The research instrument was a questionnaire with 33 statements and a multiple choice written test with 20 questions. The instrument was used to measure the category of interactive organic chemistry e-module interpretation using macromedia flash through the development stages using a questionnaire based on language, material and media aspects and to measure students' conceptual mastery using a multiple-choice written test. Based on the results of the study, it was found that the interactive organic chemistry e-module using macromedia flash through the development stages was in the very good category with a score of 3.6. The hypothesis test of this research was obtained that the value of sig (2-tailed) was 0.000 &lt; 0.05, this means that there is an effect of implementing an interactive organic chemistry e-module using macromedia flash as a result of development on concept mastery. The amount of increase that occurs in the mastery of students' concepts is 66.74%.
Assamese Speech-based Vocabulary Identification System using Convolutional Neural Network

From last couple of decades, literacy rate is increased all over the globe so as the educational datasets.Prediction of student's performance is considered as an emerging research area under educational data mining.Previous studies have noticed that most of the available educational datasets are of small sample size.These datasets provide fewer generalization opportunities, which makes them difficult to analyze.Previous approaches use noise filtering, data balancing, GAN-based oversampling, or mostly rely on classifiers' performance.In this paper, we proposed an approach that provides an improved model that optimizes the classifier's performance and removes the adverse effects of noisy instances, and increase data balancing tendency in a better way.The proposed model is based on CTGAN (Conditional Tabular Generative Model), NCC (Nearest Centroid Classifier) combined with data balancing algorithm SMOTE-IPF (Iterative-Partitioning Filter) to increase dataset size by keeping their balanced nature intact and also to minimize the negative effect of noisy data points.Finally, for prediction six classifiers Random Forest (RF), Gradient Boosting (GB), CAT Boost (CT), Extra Tree (ET), K-Nearest Neighbor (KNN), and AdaBoost (AB) are used and their parameters are tuned.After parameter optimization stacking among different combination of classifiers is applied using Logistic Regression.The detailed analysis of results elaborates that the proposed model supersedes previous approaches by 2-2.5% in terms of Accuracy, and ROC.
Navigation of Robotic-Arms using Policy Gradient Reinforcement Learning

In this paper, the Deep Deterministic Policy Gradient (DDPG) reinforcement-learning algorithm is employed to enable a double-jointed robot arm to reach continuously changing target locations.The experimentation of the algorithm is carried out by training an agent to control the movement of this double-jointed robot arm.The architectures of the actor and critic networks are meticulously designed and the DDPG hyperparameters are carefully tuned.An enhanced version of the DDPG is also presented to handle multiple robot arms simultaneously.The trained agents are successfully tested in the Unity Machine Learning Agents environment for controlling both a single robot arm as well as multiple simultaneous robot arms.The testing shows the robust performance of the DDPG algorithm for empowering robot arm maneuvering in complex environments.
Communicative Language Teaching in Selected Students: Basis for Pro-posed Use of Task Based Learning Approach in Developing Speaking Skills

This study employed communicative language education to assist a subset of a public school in Tondo, Manila, Philippines, especially the Junior High School Grade 7 students, in improving their English-speaking abilities. The researchers used the Direct Teaching Method to conduct a teaching and learning process (Pre-test). The students were then given a speaking test. Following the pre-test, the researchers started the teaching-learning process by teaching Communicative Language. After two months of using the communicative language education strategy, the researcher repeated the speaking test (post-test). Compiling the data and calculating the speaking test scores. The following statistical instruments were applied to the data collected for analysis and interpretation: t-Test: Two-Sample Assuming Equal Variances, Weighted Mean, Frequency and Percent Distribution, Standard Deviation, One-Way ANOVA [Single Factor], and the findings of the pre-test and post-test show a considerable improvement in the selected students' speaking ability. Task-based learning is excellent for cultivating language ability because it allows students to participate in natural conversation. The task-based approach gives learners a natural setting in which to utilize language. There are several opportunities for interaction while students try to finish an assignment. Such engagement is said to help with language development since it forces students to converse with one another and articulate their meaning.
Islamic higher education students’ expenditure before and during pandemic in Indonesia

Students are experiencing difficulty with online learning because it requires infrastructure, such as internet access that needs to be purchased. This study examined whether online lectures increase or decrease family/student expenses on education using a qualitative approach. Data on education expenditures were collected by interviewing 736 students at State Islamic University (UIN) Antasari, Indonesia before the COVID-19 pandemic and 761 students during the occurrence. Also, interviews were used to collect data on opportunity costs during the pandemic. The results showed that the student/family average expenditure on education at State Islamic University in Indonesia (PTKIN) before the occurrence was IDR 20,420,708 per year. Meanwhile, during the pandemic, their expenses decreased to an average of IDR 15,788,989 per year, indicating a decline of IDR 4,631,719 or 22.68%.
Flipaclip Animation Media for Improving Speaking Skills of Elementary School Students

This study was structured with the aim of improving the speaking skills of fourth grade students of SD Negeri 091537 Hutabayuraja by using flipaclip animation media based on local wisdom. This type of research is Classroom Action Research (CAR), where the teacher is the implementer of learning while the researcher is the observer. The design of this study uses the Kemmis and Mc. Taggart. This research was conducted in the odd semester of the 2021/2022 academic year, namely in July. The subjects of this study were fourth grade students of SD Negeri 091537 Hutabayuraja which consisted of 20 students. The object of research is students' speaking skills. Data collection techniques using tests and observations. Data were analyzed descriptively and presented in tabular form. The results showed an increase in students' speaking skills, the average value of speaking skills in the first cycle of the first meeting was 65.45 and the second meeting was 68.05. In the second cycle, the average value of speaking skills for the first meeting was 70.65 and the second meeting was 89.5. This means that improving learning outcomes by using flipaclip animation media based on local wisdom can improve the speaking skills of fourth grade elementary school students.
Analisis Biaya Kuliah Saat Pandemi Covid-19 Pada Mahasiswa Program Studi Pendidikan Ekonomi FKIP UPR

Tuition fees in education contain the understanding as costs that must be incurred by students in following the educational process from the beginning to the final stage of education. Objective from study this For Know Analysis Cost Studying Moment Covid19 Pandemic on Study Program Students Education Economics FKIP University Palangka Raya. Method used in study this is method qualitative with method analysis descriptive that is the researcher is intended to collect data or information about an existing phenomenon. The types of data used are primary data and secondary data. Data collection techniques consisting of observation, interviews and documentation. Data analysis was used using techniques from three stages of activities carried out sequentially, namely data reduction, data presentation, and data analysis withdrawal conclusion. From result study found that quantity cost issued lectures by each college student varies, there are addition cost studying that is on cost internet quota, which was originally IDR 100,000, was issued when pandemic cost internet quota is experiencing enhancement that is IDR 250,000 is caused by online learning so students must have internet quota to access the internet, zoom meetings, google meet, whatshaap, YouTube and other learning media, meanwhile the UKT costs have decreased. IDR 1,000,000, and for the cost of boarding/daily costs, it adjusts from parental submissions. Then for monthly needs, it increased from Rp. 1,000,000 to Rp. 2,000,000, while for cost Duty tuition fees activity student, and cost health is must cost prepared student who is at basic college student no can miss from cost the in Century pandemic this for example the cost of KKN and PPL that must be issued IDR 300,000, next cost related health with protocol health for purchase for example vitamins, masks and hand sanitizer reach IDR 50,000. Whereas for cost Duty covers print out or related with ATK you can reach IDR 50,000.
An Adaptive Technique for Underwater Image Enhancement with CNN and Ensemble Classifier

Image Restoration is a significant phase to process images for their enhancement. Underwater photographs are subject to quality issues such as blurry photos, poor contrast, uneven lighting, etc. Image processing is crucial in the processing of these degraded images. This research introduced an ensemble-based classifier based on the bagging approach to enhance UW images. The support vector machine and random forest classifiers serve as the ensemble classifier's main classifiers. Additionally, to complement the feature optimization technique, the proposed ensemble classifier leverages particle swarm optimization. The feature selection method for the classifier is improved by the feature optimization process. To validate results, underwater images are collected by the Kaggle repository. In this process, Extreme Learning (EL) and Convolution Neural Network (CNN) are compared with suggested algorithms. The simulation results indicate that the proposed algorithm outperformed the existing work.
Motion Detection and its Applications

Abstract: Motion detection is a widely used tool in computing applications. Modern day techniques have explored this paradigm vastly, and its applications are equally widespread. Proximity detection is a popular mean of measuring motion. The paradigm of proximity detection is of high importance today. From vehicle collisions, to aided systems, it is used everywhere. Alternatively, in video recognition, changes in coordinates of image framerates can be used to determine on screen motion. This can be implemented using various software
Wayang Sada (Sodo): A Media of Indonesian Language Learning and Cultural Introduction for Foreign Learners

Indonesia has about 718 regional languages that are unified by Indonesian as the national language (spoken by 90% of Indonesians). In addition, culture in Indonesia is also diverse, one of them is wayang sada/sodo. It is a puppet from sticks of young coconut leaves in the Gunungkidul area, Yogyakarta. The use of it in learning Indonesian language and culture is very interesting. Therefore, the objectives of this research are: (1) to explain the existence of wayang sada/sodo in Gunungkidul, Yogyakarta; (2) to explain the process of Indonesia language learning and cultural introduction using wayang sada/sodo; (3) to identify and strengthen Schumann's acculturation theory and Krashen's monitoring system theory with a combination of Paivio's dual coding theory on Indonesian language learning and cultural introduction. The research method is qualitative with an ethnographic approach. The data are collected by participatory observation (directly teaches Indonesian using wayang sada/sodo), social media observations (IG Lafida Int'l Institute—lafida_ii; about learning Indonesian language and culture based on cultural anthropology for foreigners managed by Nafila), in-depth interviews, documentation, and document studies on the use of interactive media in language and culture learning, especially Indonesia. The informant of this research are the foreign leaners who learn Indonesian language (about 6 (six) learners). Then, the data are analyzed using the Miles and Huberman interactive model analysis (focus on descriptive, emotion, and values coding). The results of this research, are: (1) wayang sada/sodo is a puppet made of sada/sodo which means sticks of young coconut leaves, commonly found in the Gunungkidul area, Yogyakarta. Wayang sada/sodo is an artistic and cultural asset created by residents of Padukuhan Gunungbang, Bejiharjo Cultural Village, Karangmojo District which has become a new variety of wayang art; (2) Indonesian language learning and cultural introduction using wayang sada/sodo is very meaningful, interesting (attractive), interactive, introducing Indonesian culture directly, both offline and online; (3) the use of wayang sada/sodo can be a novelty of theory by strengthening and combining Schumann's acculturation theory (social and psychological factors with new cultural adjustment), Krashen’s monitoring system theory (creative constructive process), and Paivio's dual coding theory (audio and visual) in Indonesian language learning as well as culture for foreign leaners.
PROFILE OF LEARNING LITERACY AND NUMERACY FOR STUDENTS OF ELEMENTARY SCHOOL THROUGH CAMPUS TEACHING 3 ACTIVITIES

Literacy and numeracy are basic human abilities and skills in accessing and understanding everyday life phenomena, including reading, viewing, simple counting, and speaking activities. This study aimed to examine the literacy and numeracy abilities of class 3 students at Elementary School SDN No. 16 North Pontianak through Campus Teaching 3. The research was conducted using a descriptive qualitative method, where primary and secondary data were collected and then described along with factual documentation in the field. We are interviews with the principal and third-grade teachers and students of the KM3 team assigned to the class as primary data. At the beginning of the activity, several students were not fluent in reading and arithmetic. It was caused by online learning at home during the Covid 19 pandemic. The activity's end showed that all 33 students had completed reading and writing skills. They can solve thematic problems through the ability to read, count, write and listen to reading material. They were able to deal with primary operations in math, such as adding, subtracting, dividing, and multiplying numbers.
Initial education crisis in times of pandemic. A look from school dropout and teacher unemployment.

The objective of the work was to analyze the situation of initial education during the pandemic period, where the resources to teach were online. The different causes and reasons that motivated student desertion were analyzed. For this study, zone 8 of the city of Guayaquil, in Ecuador, was considered, and this qualitative-quantitative approach was used with a non-experimental - cross-sectional design of a descriptive and explanatory type, using a survey and interview as instruments. The work was carried out with a sample of 132 children, which allowed the detection of a multifactorial failure that includes economic factors, lack of computational resources, lack of support, and lack of appropriate methodological strategies between teachers and representatives, the most important being the existence of parents that they did not want to accompany their children because they are used to the educational institution carrying out the function of educating them.
A Study on Scenario Construction for the Autonomous and Regular Vehicles Mixed Traffic Conditions

To respond to hazardous situations that may arise due to the limitations of self-driving vehicle recognition and judgment capability, technology development is in progress for infrastructure to recognize this and provide operation guidance to autonomous vehicles. In order to evaluate the performance of the infrastructure guidance technology under development and to use it for model advancement, this study presented a scenario assuming various traffic environments and mixed situations of autonomous and general vehicles. The proportion of autonomous vehicles was composed of optimistic, average, and conservative three cases using the figures predicted in previous studies, and traffic-related factors were composed of road traffic internal factors (intersection type, number of lanes, etc.) and external factors (e.g., unexpected situation, weather, etc.). Finally, the compliance rate of the C-ITS service was used to variable whether general vehicles comply with the guidance, and the number of four compliance rate cases was derived by applying a percentage to the compliance rate distribution for each event. A total of 1,843,200 combinations of scenarios were derived, but there is a limitation to test all cases. Therefore, the fractional factor design method was used to reduce them to the number of scenarios that can be analyzed, and as a result, it was possible to reduce the number to 35 scenarios. This study is meaningful in that it adds an element called driver compliance to the creation of a scenario that can verify safety in a mixture of actual self-driving vehicles and general vehicles, and presents a methodology that can reduce the number of scenarios to a number that can be analyzed realistically while statistically significant. In future studies, simulations will be conducted using the scenarios derived in this study, and a advanced autonomous driving scenarios will be derived through performance evaluation, feedback, and supplementation.
Application research on piano teaching in colleges and universities based on remote wireless network communication

Abstract Against the background of the current COVID-19 pandemic and the popularisation of the Internet, the demand for online teaching is increasing in colleges and universities. But a course in music like piano teaching that requires multi-sensory learning still presents great challenges. Given this background, this paper analyses the system functional requirements of online piano teaching in colleges and universities, designs the overall system architecture including software and hardware, selects the wireless network communication method after analysis and judgement, and designs a remote wireless network-based system. Finally, the advantages and disadvantages of different protocol algorithms are compared.