Reviewerly/exHarmony huggingface dataset:
Fast Algorithm for CU Size Decision Based on Ensemble Clustering for Intra Coding of VVC 3D Video Depth Map

As many new coding techniques and coding structures have been introduced to further improve the coding efficiency of depth maps in 3D video extensions, the coding complexity has been greatly increased. Fast algorithms are now needed to improve coding unit (CU) depth decisions as well as the coding pattern decision based on the coding. This paper presents an innovative machine learning-based approach aimed at mitigating the complexity associated with in-frame coding algorithms. We build different clustering models for different CU sizes to cluster CUs of the same size to decide their CU sizes. This is achieved by augmenting ensemble clustering through the expedited propagation of clustering similarities, considering CU with the same or similar texture complexity the same as for CU depth selection, which is informed by a comprehensive analysis of the original texture and its neighboring elements. The experimental findings demonstrate that the proposed scheme yields a substantial average reduction of 44.24% in the coding time. Remarkably, the corresponding Bjøntegaard delta bit rate (BDBR) increment observed for the synthetic view is a mere 0.26%.
Creating a reconfigurable space-time cloak in real time

Hiding in plain sight with space-time cloaking may be closer than we think.
RANCANG BANGUN SMS GATEWAY UNTUK TERIMA SMS PADA STASIUN RADIO RANSTRA FM

SMS gateway on Ranstra FM radio station is one application that can bridge the gap between mobile phones (mobile) by computers to be used to fulfill the programs associated with the delivery of SMS scales that require a lot more storage capacity as well as other programs, n this case as an example the issue is the program to send greetings and song requests in the event program Ranstra FM radio station. In this final project, the authors built an SMS gateway to receive an SMS on Ranstra FM radio stations with programming languages in use Visual Basic 6.0, and Microsoft Access as a database, and in order to run the SMS gateway MFBUS added a component. This application is expected to provide the ease of the "announcer" when aired (on-air)
Menganalisis Efektivitas Metode Evaluasi Pembelajaran di Sekolah Dasar Tinjau terhadap Kinerja Siswa dan Peningkatan Prestasi Belajar

This study aims to analyze the effectiveness of elementary school learning evaluation methods and their impact on students' performance and their improvement in learning performance. Evaluation methods used in learning have an important role in measuring students' understanding and providing constructive feedback. However, there are not many studies that specifically consider the effectiveness of evaluation methods at the elementary school level. In this study, the research method used is qualitative descriptive research. Data were collected through class observation, interviews with teachers, and analysis of related documents. Research results show that there are various evaluation methods used by teachers in elementary school, including writing tests, verbal tests, project tasks, portfolios, and direct observation. In the context of learning evaluation, it was found that evaluation methods involving students' active involvement, providing constructive feedback, and measuring in-depth understanding and application of knowledge in real contexts had a positive impact on students' performance and their improvement in learning performance. Methods such as project tasks and portfolios provide students with opportunities to develop critical thinking skills, creativity, and collaboration. Recommendations made based on this study were to involve teachers in training and developing effective evaluation methods, encouraging the use of variations in evaluation methods, utilizing technology in the evaluation process, and promoting collaboration between teachers and students in the evaluation process. This study contributes significantly to our understanding of the effectiveness of elementary school evaluation methods. By implementing effective evaluation methods, elementary schools can create a learning environment that motivates, collaborates, and focuses on students' holistic development.
PENGARUH PENERAPAN MODEL PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR SUBTEMA KEUNIKAN DAERAH TEMPAT TINGGALKU

Melinda Tri Ananda. 037118058. The Effect of Applying the Problem Based Learning Model on Learning Outcomes in the Uniqueness of the Area Where I Live. Elementary School Teacher Education Study Program Thesis. Faculty of Teacher Training and Education. Pakuan University. Bogor. 2022. This research is a quasi-experimental research. This study aims to determine the effect of applying the Problem Based Learning model to the learning outcomes of the sub-theme of the uniqueness of the area where I live in class IV. This research was conducted at Pasir Eurih 05 Public Elementary School, Bogor Regency, grades IV-A and IV-B from February to May, even semester of the 2021/2022 school year. The N-Gain calculation for the Problem Based Learning model is 68 with moderate criteria and the N-Gain value for the conventional model is 39 with moderate criteria. So that the N-Gain in the experimental class with the Problem Based Learning model is greater than the control class with the conventional model.Researchers also carried out a normality test with the Liliefors test for both samples with normal distribution. Furthermore, in the hypothesis test, the tcount is 6.14406 greater than the ttable of 1.99714 indicating that Ho (null hypothesis) is rejected and Ha (alternative hypothesis) is accepted. Based on the results of the research above, it can be stated that there is an effect of applying the Problem Based Learning model to the learning outcomes of the sub-theme of the uniqueness of the area where I live in class IV at SD Negeri Pasir Eurih 05, Bogor Regency.
Pengaruh Pembelajaran Menggunakan Media Audio Visual Berbantu Edpuzzle terhadap Hasil Belajar Siswa

Student learning outcomes are the achievement of student success rates in learning the material, which is seen in terms of scores or numbers based on the acquisition of test results. The study aims to describe the effect of learning using edpuzzle rocky audio-visual media on students' cognitive learning outcomes on immune system material. This experimental research used a non-equivalent control group design. The population in this study is all XI high schools in one of the West Bandung district schools. The study sample used two classes with purposive sampling techniques. The research instrument consists of observation sheets and multiple-choice test questions covering cognitive level indicators C1-C6 with data analysis of prerequisite tests and hypothesis tests. The results of research conducted with an independent sample t-test obtained tcount values of 0.001 &lt; 0.05 show that there is an influence of edpuzzle-assisted audio-visual media on students' cognitive learning outcomes.
PENGARUH MODEL PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR SUBTEMA BENDA DALAM KEGIATAN EKONOMI

This study aims to determine the effect of the application of the Problem Based Learning model on the learning outcomes of the object sub-theme in economic activities and to determine differences in the learning outcomes of the object sub-theme in economic activities through the Problem Based Learning and Discovery Learning models in class V SDN Cipayung 4 Depok City. The N-Gain calculation for the Problem Based Learning model is 70 with high criteria, the N-Gain value for the Discovery Learning model is 51 with medium criteria. So that the N-Gain in the experimental class with the Problem Based Learning model is greater than the control class with the Discovery Learning model. The researcher also conducted a normality test with the Fisher test for both samples with normal distribution because the values ​​of the three samples were smaller than Ltable. In the Problem Based Learning class group, the value of Lcount ≤ Ltable was obtained, namely 0.03 ≤ 0.150 and in the Discovery Learning class group, the value of Lcount ≤ Ltable was obtained, namely 0.08 ≤ 0.150. Then in the homogeneity test the data is homogeneous because it is smaller than Ftable, the value is 1.018 ≤ 1.98. Furthermore, in the hypothesis test, the tcount is 2.4987 which is greater than the ttable of 1.9954, indicating that H0 is rejected and Ha is accepted. Thus there is an influence of the Problem Based Learning model on mathematics learning outcomes in data presentation material in class V SDN Cipayung 4.
Pemanfaatan Teknologi dalam Evaluasi Pembelajaran Tingkat Sekolah Dasar

Evaluation is a very important component in learning activities and it is something that should not be missed. With the learning evaluation, both educators and students are able to find out the extent to which students' abilities and understanding of a learning material. The application of technology for learning evaluation is the practice and theory in the design, development, utilization, management and evaluation of processes and resources for learning. The use of technology in learning evaluation activities makes it easier for educators to process and measure students' abilities towards a learning material. The research method used in this article is descriptive research which will involve collecting qualitative data from various sources, such as questionnaires, observations, interviews, and document analysis. With several applications as an evaluation tool it can also be used to create questionnaires, send surveys, create quizzes for students and collect information in a fast, easy and efficient way.
PERAN GURU SEBAGAI FASILITATOR DALAM MENUMBUHKAN MINAT MEMBACA SISWA KELAS II SDN 177 PEKANBARU

This study aims to determine the role of the teacher as a facilitator in fostering students' interest in reading. The method used in this research is descriptive qualitative. Data collection techniques and instruments are interviews, observation and documentation. Testing the validity of the data using source triangulation, technical triangulation and time triangulation. The data analysis technique used is data reduction, data presentation and conclusions. The conclusion of this study is that the teacher's role as a facilitator in cultivating students' interest in reading includes the five indicators. The first is providing learning facilities, the second is providing all learning resources, the third is acting as a partner, the fourth is carrying out the duties and responsibilities of the teacher, the fifth is not acting arbitrarily. Overall the teacher has tried to carry out his role as a facilitator in fostering students' interest in reading. The teacher's obstacle acts as a facilitator in fostering students' interest in reading, namely the lack of interest in reading in students, which originates from the students' ability to read and understand the meaning contained in the reading. Then the teacher also has problems in providing learning facilities, where the role of the library is not maximized and there are limited books or other reading materials. The solution to dealing with the obstacles faced by teachers is to create activities that can increase students' interest in reading and make a group schedule to visit the library. In addition, the teacher also applies learning methods and media that aim to build a conducive classroom atmosphere.
Organizational Culture and Employee Performance in Post-Covid-19: Does Employee Engagement Mediate in the Model?

This study examines the relationship between organizational culture and employee performance in the post-Covid-19 era, with a focus on determining whether employee engagement mediates in the model. The research aims to understand the impact of the pandemic on organizational culture and employee performance, and the role that employee engagement plays in this relationship. Data were collected through surveys and analyzed using statistical techniques to identify patterns and relationships. Data was analyzed using the Smart PLS software version 3.0. The findings of this study will provide insights for organizations on how to effectively manage their culture and performance in the post-Covid-19 era. Furthermore, this research will contribute to the existing literature on the topic by exploring the post-Covid-19 context and the potential mediating role of employee engagement. Overall, the study aims to provide practical recommendations for organizations on how to create a positive culture and enhance employee performance in the post-Covid-19 era.&#x0D; Keywords: organizational culture, employee engagement, employee performance, post Covid
Planning and Designing The Development of Software Library for Deep Learning

Abstract In recent years, deep learning has achieved noteworthy success in various applications. The existing DL libraries widely used by researchers are too complex and challenging to modify the code functions with the custom mathematical formula for research purposes. Thus, we propose a software library related to deep learning that facilitates researchers and practitioners in academia and industry to mutate the training model function with the specific equation. In this paper, we address preparation before developing a software library for deep learning to inspire the researcher who wants to develop a software library. They can utilize our research methodology step by step to conduct the software library architecture design process. We perform four main phases with different activities that execute sequentially to construct a software library intended for deep learning implementation into code practically, and we produce 11 documents to facilitate the transfer of detailed knowledge from us as the pioneer developer of a software library for deep learning that will be part of Analytical Library Intelligent-computing (ALI) to the following developers.
Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research

As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual stimuli that might differ from the physical environment through digital representations presented in VEs. Avatars and contextual cues in VEs can be considered as digital representations of users and contexts. In this article, we analyzed 21 articles that examined the creativity-boosting effects of different digital user and contextual representations. We summarized the main effects induced by these two digital representations, notably the effect induced by the self-similar avatar, Proteus effect, avatar with Social Identity Cues, priming effect induced by contextual representation, and embodied metaphorical effect. In addition, we examined the influence of immersion on creativity by comparing non-immersive and immersive VEs (i.e., desktop VE and headset VE, respectively). Last, we discussed the roles of embodiment and presence in the creativity in VEs, which were overlooked in the past research.
PERANCANGAN MODEL PENGELOLAAN TEKNOLOGI INFORMASI PT. SEPATU BATA, Tbk PADA DOMAIN PO (PLAN AND ORGANISE) DAN AI (ACQUIRE AND IMPLEMENT) FRAMEWORK COBIT

Advancement of Information Technology ( IT ) is a reality that must be faced by all industry sectors and all lines of business, ranging from the home industry is starting to introduce products through the internet, small and medium enterprises (SMEs) which began “Go Online” up to an established industry and are already relying on information technology (IT). Application of Information technology can be done well if supported by an IT management from planning to the implementation In this thesis raised the issue of Information Technology Management at shoe Company PT. Sepatu Bata, Tbk use COBIT framework PO and AI on the domain whose purpose of this study was to find a model specific management of information technology with the characteristics of PT. Sepatu Bata, Tbk so that the implementation of the management Information Technology at PR, Sepatu Bata, Tbk be efficient and effective and makes IT assets owned by the primary support achievement of the vision and mission of PT. Sepatu Bata, Tbk which has been established
Why Do Millennials Perform Dysfunctional Behavior Toward an Organization? An Exploratory Study in an Urban Campus

Organizations can determine what constitutes dysfunctional behavior in several ways, often by aligning with the shared social values of the local society in which the organization operates. In relation to this, urban environments pose a particular challenge to organizations as its higher degree of diversity compared to rural areas. This exploratory study aims to identify the causes of millennials’ dysfunctional behavior toward organizations. Further, the authors would explore the dimension characteristics of dysfunctional behavior of millennials toward an organization. This study was conducted on an urban campus, with 197 students from various study programs being the respondents. Data collection used open-ended questions distributed through online surveys, followed by focus group discussions to obtain more detailed answers. The results showed that the main targets of the students’ dysfunctional behavior were the college itself, the lecturing staff, and the student-led organizations. The most common reasons for this behavior were disappointment with the goal and being encouraged by other students. The study also found that despite being aware that their actions were deemed unethical by the target, students who committed dysfunctional behaviors did not feel guilty because they believed the target deserved it. The findings of this study are useful for organizational behavior research, particularly in the study of dysfunctional behavior, as it provides empirical data to support that retaliation is one of the antecedents of dysfunctional behavior.&#x0D; Keywords: revenge behavior, perception of justice, service failure recovery, consumer ethical standards
A Narrative Case History of Distance Education Before, During, and After COVID-19 in China and Iran

Educational hub refers to centres of excellence in higher education and research whose aims are to provide high-quality education for both national and international students to enhance the competitiveness of the country. These educational hubs provide an opportunity for knowledge exchanges and innovation in local regions through education and training. In response to the COVID-19 pandemic, rapid shifts were made towards online learning in education around the world. Although the lockdown is over, remote learning will likely play an increasingly prominent role in education. The adoption of scaled remote learning during the pandemic provided evidence of the importance of online learning. They offer an insight into global society, helping prepare students for an increasingly interconnected world by facilitating links between different regions. Educational hubs can be tied to distance learning and are successful in attracting international students when offering a combination of distance learning methods and innovative programs. This paper examines the phenomenon of educational hubs in higher education for international education through online learning with digital technology. New opportunities for online and distance learning within the definition of educational hubs are analyzed, and three online and blended learning models that reflect the development of educational hubs based on COVID-19 conditions of education are offered. In addition, the successful cases and experiences of distance learning hubs in China and Iran in recent years are described.
Efficient stereo matching using the weighted polygon window and the HSV color space

Abstract To solve the problem of low matching accuracy of existing binocular stereo vision in discontinuous disparity and low texture area, a robust stereo matching method is proposed in this paper, including improved Census transform and improved AD algorithm. The improvements of the Census transform are twofold: Firstly, a method that uses the Euclidean distance between pixels to formulate Hamming distance weights is proposed better to reflect the influence of surrounding pixels on the center pixel; Secondly, a new alternative algorithm for the center pixel is proposed to effectively reduce the problem of over-reliance of the result on the center pixel in the traditional Census transform. In addition, AD cost volume is calculated in the HSV color space and combined with the Census cost volume obtained using the improved Census transform. The result is aggregated by Weighted Guided Filter and then the cost is optimized by multi-step post-processing. The experimental results show that the proposed algorithm in this paper can effectively reduce the mismatching rate, the disparity map obtained has less noise, and the matching effect is better under different illumination and noise conditions.
UNDERSTANDING PULL FACTORS OF DRUG USE AMONG UPPER BASIC SCHOOL STUDENTS: A PATHWAY FOR HUMAN CAPITAL DEVELOPMENT

The study investigated the understanding of the pull factors of drug use among upper basic school students: a pathway to human capital development. The study adopted a qualitative form survey design. The population for the study were a public upper basic school in the Junior secondary schools in the Ilorin metropolis. The target population were the upper basic seven, eighth and nine (J.S.S I, II, and III) students that use drugs. A sample size of 9 secondary schools was purposively sampled. Twenty-one basic school students' drug users were sampled through snowballing simple technique. The study applied a qualitative method using an open-ended interview approach developed by the researcher. The thematic data analysis technique was used to analyze the interview data retrieved from the participants. qualitative computer data analysis software (NVIVO 10) was used to analyze the data. Results revealed Alcohol, cigarettes, caffeine, inhalants, methadone, tramadol, codeine, morphine, cannabis or marijuana, opiates, heroin ‘EJA’, JEDI’, and cocaine among others. Parental easy access, peer influence, and experimental curiosity were some of the pull factors, while increased enlightenment, parental role, and limited access to the drug are some of the measures drug users need to quit drugs.