Reviewerly/exHarmony huggingface dataset:
Fuzzy Tahani Method in the Recommendation System for Selecting Mountain Tourism Destinations in West Java

West Java is a province that is famous for its diversity of tourism objects, especially natural mountain attractions.West Java itself has a variety of mountain attractions ranging from volcanoes, mountain craters, and extensive mountain savanna.This tour is visited by many local and foreign tourists.The problem faced by tourism is the lack of information about tourist locations, facilities and entry rates for tourism objects.The method used in this study is Fuzzy Tahani which will provide recommendations on mountain tourism objects in West Java.The purpose of this study is to provide recommendations to tourists who will visit mountain tourism in West Java according to the criteria desired by tourists.Test data used as many as 20 with an accuracy rate of 85%.
Potential of synergistic didactics in social and humanitarian knowledge

The article raises the problem of forming a new didactics on the methodological basis of synergetics. The new didactics should reflect the cognitive features of the perception of the modern generation, the features of socialization of modern youth. The authors reveal the difference between the new didactics and the old, classical didactics. The methodological and methodological basis of the new didactics is the gnoseological tools of modern post-non-classical science. The sociology course program is considered as a practice of implementing the new didactics, which is one of the central courses in the concept of social and humanitarian knowledge in higher education institutions. Our task is to look for the possibilities of this new didactics based on the conceptual directions of the post-non-classical paradigm. Synergetics as a methodology that actually functions in scientific and educational practice can be divided into two branches: formal synergetics and metaphorical.
Improvement Of Current Reading Abilities Through Letter Card Games For Class 2nd SDN 02 Kebagusan

&lt;pre&gt;&lt;em&gt;The purpose of this research is that students can read simple words and sentences fluently and accurately through letter card games. The research conducted was a Classroom Action Research (PTK) in three cycles. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting is carried out a pre test and post test to determine the progress of students. In the first cycle, the students who completed after carrying out the post test were 70,65%. In cycle II students who completed after carrying out the post test were 84,25%. These results indicate that reading fluently through the letter card game can improve student learning outcomes, especially Indonesian language muple at SDN 02 Kebagusan.&lt;/em&gt;&lt;/pre&gt;
“CONSTANT, ZIG-ZAG LINEAR, OR MULTIPLE?”: THEMATIC PROGRESSION PATTERNS ON EFL STUDENTS’ RECOUNT TEXTS

The main problem faced by EFL students in writing English texts includes the difficulties to produce a cohesive and coherent text that it seems necessary to show how the tools of Theme and Rheme can be used to help construct the students' good English writing. This study aimed to find out the types of thematic progression patterns in each clause of the recount texts written by students and the dominant pattern of thematic progression revealed from the texts. The research design of this study is a qualitative method which employed the study instrument of the students' recount texts at class IX of SMAN 2 Langsa, Aceh. A content analysis approach by using a Theme and Rheme framework generated from a theory of Systemic Functional Linguistics (SFL) was used to analyze the thematic progression patterns on the students' recount texts, which included several steps: reading the student's texts, identifying the theme and rheme of every clause of the student's text, describing the thematic progression patterns of student's text and drawing the thematic progression pattern on student's text. The findings of the analysis indicated that there are three (3) thematic progression patterns found on the students' recount texts: the Theme Constant, the Theme Zig Zag Linear pattern and Theme Multiple patterns. The dominant type of thematic progression patterns constructed by the students into their recount texts was revealed mostly on 123 constant or reiteration patterns (76.8%), followed by zig-zag patterns of 35 times (21.8%) and 9 times (1.25%) of multiple patterns. The results of this study will be facilitative as the tools for English language teaching and learning classrooms particularly for writing English texts.
Improving the Achievement of Learning Indonesian Through the Problem Based Learning Method in SDN 2 Getas

&lt;p&gt;&lt;em&gt;The purpose of this study was to increase the interest and learning outcomes of students in the Indonesian language muple in grade III elementary schools with the Problem Based Learning (PBM) learning model. The research conducted was a Classroom Action Research (CAR) in two cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting was carried out a pretest and post test to determine the development of students in cycle I 75% of students who complete after carrying out post tests. In cycle II participants Students who complete after carrying out the post test are 100%. These results indicate that the Problem Based Learning (PBM) learning model can improve student learning outcomes, especially the Indonesian language muple SDN 2 Getas. &lt;/em&gt;&lt;/p&gt;
Analisis Kompleksitas Ruang dan Waktu Terhadap Laju Pertumbuhan Algoritma Heap Sort, Insertion Sort dan Merge dengan Pemrograman Java

The role of the algorithm s in software or programming is very important, so it is necessary to understand the basic concepts of the algorithm. Study the implementation and performance of the sorting process using heap sort, insertion sort and merge sort algorithms. The research method for the first stage, the three algorithms are implemented to sort the numbers made by the user, in the second stage the source code for the three algorithms is changed to be able to sort randomly generated numbers with as many numbers as the request from the user. To find out how well the performance in sorting the data, then in the last stage the three algorithms sort random numbers with a predetermined vulnerable number and then the results are compared. Experiments that have been carried out and based on the analysis, heap sort is one of the data sorting methods that are classified as having a high speed, where the complexity and speed of the sorting time needed for the sorting process uses insertion sort and merge sort algorithms which show less consistency in the complexity of time and space. Based on the results of tables and data on the amount of data, shows that the heap sort algorithm gives a very consistent processing time in increasing the processing time to the amount of data.
Augmenting cognitive assessment with instruction‐less eye‐tracking tests: A machine learning approach for detecting abnormal oculomotor biomarkers

Abstract Background Eye‐tracking technology is an innovative tool that holds promise for enhanced dementia screening, offering the potential of brief and quantitative assessment of cognitive functions. Critically, instruction‐less eye‐tracking tests may ameliorate some of the issues with complex test instructions and linguistic variations associated with traditional cognitive tests, and capture additional sensitive metrics of task performance. However, the extraction of relevant biomarkers from large, complex eye‐tracking datasets is non‐trivial. In this work, we introduce a novel automated way of extracting abnormal oculomotor biomarkers using machine learning from raw eye‐tracking data acquired during an instruction‐less cognitive test. Method A free‐viewing instruction‐less cognitive battery (5 minutes) was administered to healthy controls (N=553) and patients with a range of dementias (N = 30) [Figure 1]. Our method is based on self‐supervised representation learning: a deep neural network is initially trained to solve a pretext task that has well‐defined available labels. Here the pretext task is to identify distinct tasks ‐ scene perception, reading, episodic memory for scenes ‐ in healthy individuals from eye‐tracking patterns. Figure 2 visualises some features of eye‐tracking patterns that correspond to particular tasks. Once trained, this network encodes high‐level semantic information which is useful for solving other problems of interests (e.g. dementia classification) [Figure 3]. The extent to which eye‐tracking features of patients with dementia deviate from healthy behaviour is then explored, followed by a comparison between self‐supervised and handcrafted representations on discriminating between controls and patients. Result Based on the results of the handcrafted features, patients with dementia had significantly lower scanpath lengths than controls (z = ‐276.56, SE = 97.09, p =0.00439), consistent with less extensive and efficient scanning of the presented stimuli. The self‐supervised learning features showed higher performance in discriminating dementia patients from controls (F1 score (95% CI: [0.78, 0.82]) vs standard handcrafted features [0.62, 0.67]). Conclusion These results suggest that instruction‐less eye‐tracking tests can detect dementia status, even in the absence of explicit task instructions. We reveal novel self‐supervised learning features that are more sensitive than handcrafted features in detecting performance differences between participants with and without dementia across a variety of eye‐tracking‐based cognitive tasks.
Design and Implementation of RS(450, 406) Decoder

Nowadays, in the field of data transmission between receiver and transmitter, the Reed Solomon code is used very frequently. FEC codes have two foremost and influential operations: (1) calculating parity symbols at the encoder side and (2) transmitting message symbols with parity symbols and decoding the received codeword at the second side by using the decoding algorithms. Gigabit automotive ethernet is used in the automotive car to provide better bandwidth for every kind of applications to connect functional components of the vehicles. This error correction technique is used in the gigabit automotive ethernet to reduce the channel noise during data transmission. RS (450, 406) is a powerful error correction techniques used in automotive ethernet. This paper focused only on the analysis of Reed Solomon decoding. Reed Solomon decoding is more efficient decoding techniques for correcting both burst and random errors. The critical steps of the Reed Solomon decoding are to solve the error evaluator and error calculator polynomial, which is also known as KES solver.
Multiscale Retinex Application to Analyze Face Recognition

The main challenge that facial recognition introduces is the difficulty of uneven lighting or dark tendencies. The image is poorly lit, which makes it difficult for the system to perform facial recognition. This study aims to normalize the lighting in the image using the Multiscale Retinex method. This method is applied to a face recognition system based on Principal Component Analysis to determine whether this method effectively improves images with uneven lighting. The results showed that the Multiscale Retinex approach to face recognition's correctness was better, from 40% to 76%. Multiscale Retinex has the advantage of dark facial image types because it produces a brighter image output.
El cuatrimestre de la COVID-19 en la asignatura de Arquitectura de Computadores: reflexiones sobre la incidencia de la pandemia en la docencia universitaria

The COVID-19 pandemic has significantly affected the teaching of university subjects in the second quarter of the 2019-20 academic year and the first quarter of 2020-2021.Thus, it has been necessary to use technological platforms to teach the subjects through videoconferences, to record the classes, and to prepare and carry out remote exams.In particular, the circumstances that accompany the remote assessment have generated situations that must be analysed in the area of the student-teacher and student-student relationships, precisely in a context in which the limited distance interaction between the teacher and his or her students has made it difficult in many cases to achieve the level of confidence achieved through face-to-face classes.This situation has been clearly evident in subjects with very large groups, as has been the case with the Computer Architecture subject of the degree in Computer Engineering at the University of Granada, which is considered in this paper.
SISTEM INFORMASI PERSEDIAAN PUPUK PADA PT. GRESIK CIPTA SEJAHTERA

The purpose of this study was to analyze the fertilizer supply system at PT.Gresik Cipta Sejahtera which is a system that helps process fertilizer inventory data so that it is expected to provide input on how to implement better data processing in the current era of information technology, this fertilizer supply system is carried out. with several stages of coordination through incoming letters of request to data collection based on recaptulation from the inventory by utilizing semi-computerized parts related, seeing that there are scattered data resulting in frequent inconsistencies of data so that data errors encourage checking that repeated so that a lot of time and energy is wasted, this is deemed ineffective and efficient. With the existence of computerization, it can make it easier for companies to monitor the warehouse section so that work in the warehouse section is more efficient and efficient, so that it can reduce obstacles that have occurred so far. The analysis method used to describe the inventory system at PT. Gresik Cipta Sejahtera uses the method of observation, interviews, and uses literature. The tools used to describe the system using DFD (Data Flow Diagram)
A mobile ecology of resources for Covid-19 learning

Mobile devices and a vast array of accompanying applications offer significant affordances to create, consume, share, collaborate and communicate—affordances that could be easily leveraged to facilitate meaningful learning. A positive disruption arising from COVID-19 that aligns with the affordances of mobile learning is the uncoupling of time and space in the learning process. Traditionally formal learning is a process that is predominately viewed as an experience that is ‘timetabled’— scheduled to eventuate at a ‘place’—lecture or a tutorial (or similar) in a room or lecture theatre. In this concise paper, an ecology of resources is discussed along with guiding principles for designing and facilitating uncoupled authentic and student-determined learning post the emergency remote teaching phase.
STUDY MANAJEMEN PENERBITAN BUKU DI INDONESIA

Industry of Books has a strategic goal is not only to improve the welfare of the people involved, but also support the advancement of national education in particular in order to participate in the intellectual life of the nation. The industry has become one of the pillars in the transfer of science and technology, both within schools and colleges of education and in industrial processes. In this context the publishers editorial management has a strategic role to direct and manage so that these goals can be achieved. Relative to the researchers tried to capture how the actual process of publishing the book, particularly from the editorial management. To get a detailed description, the survey carried out activities of companies engaged in the industry of Books in Bandung. The application of this method is supported technically by using interviews and questionnaires. After that, apply a descriptive method of the editorial management books in Bandung. The editor of the book to the publisher in London in general, working with authors to improve the quality of the book. Editors often conduct a hearing with the author of the book material to be presented, ranging from the layout, content, up to finishing the manuscript. In addition, the editors perform field surveys, such as listening to and receive feedback from potential customers regarding the contents of the book as to what he wanted.
An Electronic Textbook as a Means of Improving the Quality of Student Learning at the University

The origin and development of e-learning methods in Russia and other countries is due to steady progress in the field of information and communication technologies and the general informatization of the educational process, the creation of a global environment for the mutual integration of cultures and disciplines, as well as the establishment of continuing open-ended education that underlies post-industrial (information) society. Under the influence of these processes, there is a need for new, more advanced educational practices, which is the reason for the transformation of both the essence of national education and its formal side. Nowadays, a person should possess not only a certain amount of useful information, but also the ability to learn: search and find the necessary information, use various sources to get out of difficult situations, continuously expand the range of one’s own competencies, and constantly develop, keeping up with what is happening around. In the framework of the modern educational paradigm, the student is considered as a subject of knowledge, and not an object of pedagogical influence. In the early to mid2010s, active contribution to this is made by e-learning (electronic learning, e-learning), which must be used in educational institutions of various types and at different levels of the educational vertical. It makes it possible to integrate into the global scientific community, to become subjects of the interaction of cultures, including the exchange of spiritual values. The introduction of e-learning is one of the key tasks in the context of the modernization of national education. The term «electronic learning» is transmitted into Russian in various ways. The most popular options are: “distance learning / education”, “mobile learning”, “virtual learning”. The European Commission interprets “e-learning” as “the use of new multimedia and Internet technologies to improve the quality of education by improving access to resources and services, as well as remote knowledge sharing and collaboration”. In this study, the term “e-learning” will correspond to the phrase “electronic learning”. This is a learning process based on interactive electronic means of storing and providing information: the Internet, corporate networks, and CD-ROMs.
EFEITO DA TUBERCULOSE SOBRE OS RENDIMENTOS DO TRABALHO NO BRASIL

Tuberculosis (TB) is a disease that is characterized by prioritizing the portion of the population with lower purchasing power, in addition to reducing the level of human capital of any economy, becoming an object of study of the economy. Thus, this study aims to analyze the effect of TB on labor income in Brazil in 2008, using the National Household Sample Survey (PNAD) of the Brazilian Institute of Geography and Statistics (IBGE) as a source. The results confirm that TB decreases labour income, with the highest effect on women. From the results, public policies that reduce the incidence of the disease, as well as minimize the effects on the affected population, are of extreme relevance.
EGOCENTRISM AS A FACTOR OF THE MANAGERIAL COMPETENCE DEVELOPMENT

the article is devoted to the study of egocentrism. The topicality of this problem is stipulated by the fact that the results of the research on human motives to determine one’s ability or inability to act for the benefit of others and sacrifice one’s own interests for the sake of achieving a common high goal are in high demand nowadays among specialists engaged in teambuilding at work, sport events and so on. The purpose of the article is to study reasons for the egoistic and altruistic behavior of a person, as well as identify tendencies for a particular behavior with the help of modern technologies. The leading method to investigate this problem is cybertraining, the application of which makes it possible to identify the motivation of an individual to achieve common results in teamwork, as well as the influence of internal and external factors on this motivation. The conducted study revealed a close relation between the person’s inner attitude towards cooperation and high success rates of an individual. It was also found that the method of cybertraining allows to reveal with a high degree of accuracy the ability and inability of a participant to perform in a joint activity. The results of the study can be practically useful in business coaching, training cosmonauts and employees from other areas where successful teamwork plays a key role in achieving the organization’s goals.
Discourse on Adolescent Deviant Behavior on Social Media Facebook: Indonesian Youth Group Caption

This study aims to determine the content or discourse of deviant behavior by teenagers on Facebook social media and to find out which vocabulary is most widely used by Indonesian teenage grub caption members. This type of research is qualitative with content analysis methods. The subjects of this study were members of the Indonesian Youth Caption group, while the informants used the internet. Based on the results of the analysis and discussion of the data, it shows that the discourse on deviant behavior by teenagers in the Facebook Social Media Grub is: (1) Sharing pornographic videos in the form of adult films or real videos of teenagers who commit deviations, out of habit, and follow what other grub members do, (2) Share pornographic links that can be accessed by members via YouTube or WhatsApp and vent things they cannot do in their daily life, (3) Share pornographic photos for entertainment, are influenced by uploads fellow members, get audience and attention. Then the vocabulary that is often used by teenagers on the Facebook Social Media Grub, namely: (1) Sange, a sentence for men who already understand the adult world, is often used in everyday life, especially teenage boys, slang, and words. which leads to negative and dirty things, (2) Whatsapp media is used to get videos that are is viral, (3) Chat for women because they are used to seeing uploads made by young women, are interested, and feel bored with male friendships.
Gaming as a sociocultural phenomenon in modern pedagogical science

. Gaming is a peculiar phenomenon of the information age, which combines the inherent human desire for competition, rivalry, play with the modern capabilities of in-formation technology. Gamers are not only game participants, they become part of vir-tual reality through identity with their avatars, game images, representing one of the "products" of electronic culture, by which we mean the totality of the results of creativi-ty and communication of people in the context of the introduction of IT innovations, characterized by the creation of a single information space, virtual form of expression, distance technology, content liberality. Gamers are both subjects of electronic culture, and at the same time its product, since their hobby and form of communication are generated by information technologies. The article examines a new social phenomenon of modern society - the phenomenon of "gaming" or as it is now commonly called in pedagogical literature - the phenomenon of "gamification", "gamification", "gamification". "Gamification" or "gamification" is a different application of approaches typical for computer games in software tools for non-game processes in order to attract users, consumers and students, increase their involvement in solving applied problems, using products and services. The article describes a new pedagogical technology - the technology of "gamification", which is a new way of organizing learning. This technology, according to scientists, has great pedagogical potential. Pedagogical technology of "gamification": - strengthens the motivation of schoolchildren to pay more attention to educational ac-tivities; - increases the likelihood of achieving the goal; - during the game, involvement in the educational process is maintained.