Reviewerly/exHarmony huggingface dataset:
Marginally calibrated response distributions for end-to-end learning in autonomous driving

End-to-end learners for autonomous driving are deep neural networks that predict the instantaneous steering angle directly from images of the ahead-lying street. These learners must provide reliable uncertainty estimates for their predictions in order to meet safety requirements and initiate a switch to manual control in areas of high uncertainty. Yet end-to-end learners typically only deliver point predictions, since distributional predictions are associated with large increases in training time or additional computational resources during prediction. To address this shortcoming we investigate efficient and scalable approximate inference for the implicit copula neural linear model of Klein, Nott and Smith (2021) in order to quantify uncertainty for the predictions of end-to-end learners. The result are densities for the steering angle that are marginally calibrated, i.e.~the average of the estimated densities equals the empirical distribution of steering angles. To ensure the scalability to large $n$ regimes, we develop efficient estimation based on variational inference as a fast alternative to computationally intensive, exact inference via Hamiltonian Monte Carlo. We demonstrate the accuracy and speed of the variational approach in comparison to Hamiltonian Monte Carlo on two end-to-end learners trained for highway driving using the comma2k19 data set. The implicit copula neural linear model delivers accurate calibration, high-quality prediction intervals and allows to identify overconfident learners. Our approach also contributes to the explainability of black-box end-to-end learners, since predictive densities can be used to understand which steering actions the end-to-end learner sees as valid.
Evolving in Education and Leadership: The Path of Amy K. Jones [Women to Watch]

Homeschooled for much of her adolescence, Amy K. Jones was used to doing things on her own. So, when she got to college, she looked sideways at formal networking efforts, finding them “a little silly.” But when the current display product manager at John Deere and IEEE Eta Kappa Nu (HKN) Board member found herself adrift in the workforce, it was the networking community she turned to, learning what a difference the culture and environment you surround yourself with can make.
Perancangan Aplikasi untuk Tes Diagnosis Gangguan Komunikasi (Afasia)

Aphasia is a disorder of the brain that causes sufferers to have difficulty communicating. In diagnosing this disorder, a TADIR test is needed. The TADIR test is actually a diagnostic tool that is carried out manually so it takes a long time to get the results, therefore in this study an application was created to shorten the diagnostic time while saving data automatically into the database so that treatment can be done faster. The stages in this research start from the identification of the problem, which then collects data and continues with the design and manufacture of applications, after the application the last stage is testing and reporting. In designing this application, a MySQL storage system is used which is already integrated with the application. The result of this study is an information system in the form of an aphasia diagnosis test application that can make diagnosis time efficient by 72% compared to using the manual method.
Dynamic Information-Hiding Method with High Capacity Based on Image Interpolating and Bit Flipping

In this era of rapid information exchange in public networks, there is a risk to information security. Data hiding is an important technique for privacy protection. Image interpolation is an important data-hiding technique in image processing. This study proposed a method called neighbor mean interpolation by neighboring pixels (NMINP) that calculates a cover image pixel by neighbor mean interpolation and neighboring pixels. To reduce image distortion, NMINP limits the number of bits when embedding secret data, making NMINP have a higher hiding capacity and peak signal-to-noise ratio (PSNR) than other methods. Furthermore, in some cases, the secret data are flipped, and the flipped data are treated in ones’ complement format. A location map is not needed in the proposed method. Experimental results comparing NMINP with other state-of-the-art methods show that NMINP improves the hiding capacity by more than 20% and PSNR by 8%.
Aplikasi Pembelajaran Pedosfer Berbasis Augmented Reality

The pedosphere is a combination of 2 words, namely the word pedo which means soil and sphera which means layer. The pedosphere is commonly referred to as the soil layer that is studied in high school. In this case, the researcher conducted research at SMA Negeri 5 Palu, which usually only used 2-dimensional images and theories in books to study the soil layers because of the lack of teaching aids. The purpose of this study is to help educators or students in the teaching and learning process recognize the soil layers by making an Augmented Reality (AR) technology application that can be used in all Android-based Smartphones. This application requires a marker to display a 3-dimensional object regarding the soil layer. The research method used by the researcher is the multimedia development method developed by Luther which is divided into 6 stages, namely concept, design, material collection, manufacture, testing and distribution. In the process of making the application, the researcher uses the Vuforia software as a marker database, Blender to create 3-dimensional objects and Unity as the application maker. The results of application testing on 47 respondents, namely 52% stated strongly agree, 36.2% agree, 10.5% quite agree, 1.1% disagree and 0.1% disagree.
Implementasi Algoritma K-Means untuk Pengelompokkan Lama Sembuh Pasien Covid-19

COVID-19 (coronavirus disease 2019) is a disease caused by infection with the severe acute respiratory syndrome Coronavirus 2 (SARS-CoV-2). COVID-19 can cause disturbances in the respiratory system, ranging from mild symptoms such as flu, cough to lung infections. The spread of this virus is still happening, therefore the purpose of this study is so that the public can find out more information about COVID-19, one of which is the recovery time for COVID-19 patients consisting of 4 clusters, which are very long, long, fast, and very fast. judging by the length of the recovery. Grouping the recovery time of COVID-19 patients based on age, positive date and negative date using the K-Means Algorithm. The K-Means algorithm is an iterative grouping that partitions the data set into a number of K clusters that have been determined in the initial data. Of the 4 clusters that have been determined, the results obtained are cluster 1 (very long) which is the cluster that has the longest recovery time, which is 41-48 days with ages 31 and 48 years. It can also be seen based on the symptoms experienced at each different age, on average all experience symptoms of fever and cough.
Interactive Learning Media Anatomy of 3D Human Skull Using Augmented Reality

Anatomy is the study of the structure of the body and the relationship of its parts to one another. Studying human anatomy is mandatory for students of the Faculty of Medicine, especially Medical Education. Based on the results of a preliminary study conducted by the author on students of the Faculty of Medicine, some students stated that they did not understand studying human anatomy only by reading anatomy books such as Sobotta's Atlas of Human Anatomy, Yokochi's Color Atlas of Anatomy, practicum modules. This gave rise to the idea to design an android-based smartphone application using Augmented Reality technology for interactive learning media. Making AR smartphone applications using Unity and Vuforia software with C# programming language. The result of this research is to develop an interactive learning media application of a 3D human skull using augmented reality technology. Interactive learning media provide convenience for students in studying the anatomy of the human skull
The Role of Social and Emotional Learning in Student Success

The term "social and emotional learning" (SEL) is used to describe the method through which individuals develop the ability to identify and manage not just their own but also the emotions and behaviors of those around them. What we call "social and emotional learning" encompasses the development of competencies like "self-awareness," "self-regulation," "social awareness," and "responsible decision-making" (SEL). These skills will serve you well in both your professional and personal endeavors. The beneficial outcomes that have been related to social and emotional learning include higher test scores, improved attendance, more developed social skills, and fewer disruptive behaviors (SEL). There has been a recent trend in education toward fostering the development of students' social and emotional skills by including SEL (social and emotional learning) in classroom curricula and providing supportive learning environments.
Repository and Retrieval of Data using AES Security in Cloud Computing Environment

Abstract: The use of the internet is continuously expanding. People exchange vast amount of digital data every day. Some information is critical and must be protected from unauthorised access. Encryption methods are critical for preventing unauthorised access to original data. To encrypt data, a variety of algorithms can be utilised. The Advanced Encryption Standard (AES) algorithm, which is extensively supported and used, is one of the most efficient algorithms available. The goal of this work is to demonstrate how to create secure file transfer using AES encryption and decryption techniques in a cloud environment. Hackers can intercept files as they are being sent from the source to the destination. If files are not wrapped, they can be easily exploited. Thus, AES algorithm is used to safeguard file transfer networks. If AES is employed in file sharing systems, it is claimed to dissuade thieves from attempting to steal data when sending files. According to the study's findings, AES offers more protection during data encryption and decryption during file transfers without interruption from hackers attempting to steal data intentionally.
Cyber Bullying Detection on Social Media Network

Abstract: Cyberbullying has grown more prevalent on social networking sites. Cyberbullying has resulted in a significant increase in mental health issues, particularly among the younger population. Self-esteem and mental health difficulties will affect a whole generation of young adults unless action is made to combat cyberbullying. Many classical machine learning methods have already been used for the automated identification of cyberbullying on social media. Since the advent of social media platforms about 20 years ago, there haven't been many effective ways to stop social bullying, and it has recently grown to be one of the most concerning problems. In this project, we create an AI-based system for detecting cyberbullying and investigate ways to identify fraudulent profiles and abusive speech on social media while separating them from ordinary vulgarity. Applying supervised classification techniques to a manually annotated open-source dataset, we seek to create lexical baselines for this job.
E-Ration Distribution System using Blockchain Technology

Recently, the Public Ration Distribution System structure is one of the prime government commercial schemes.Low economical group and people below scarcity line use this amenities provided by the government.Due to deception appear in a chain, such amenities do not reach to the needy people.This happens because in the existing system all the work done by physically.To computerize or automate this physical job there is no any specific unreasonable technology or tools involved.Due to this, system facing two problems firstly weight of the material that is given to the people may be inaccurate or imprecise and secondly, at the end of the, illegal wrong entries in the inventory of the shop about the amount of the material given to the consumers.In this work we will describe a blockchain technology-based prototype that can be used in a small website.There are presently many fraud activities and corruptions taking place in the food supply schemes present as it sometimes does not reach the poor or the other sections of the society.This paper focuses on developing blockchain prototype that is used to record all the transactions/records and log all these transactions.A simple end-to-end web based app of this kind of the blockchain prototype can be built that has most of the features and functionalities to carry out all kinds of the transactions between the central government, state government, the district office, ration shop/and the customers, are recorded in the system.The user of the system can view the transactions of any part of the public distribution system.The project have some features that is guaranteed to provide the most important aspect that is, the security using the concept of blockchain
Expressing stance in brand posts on Facebook: a cross-cultural investigation

The research cross-culturally investigates the expression of stance in the Facebook posts of large multinational automobile corporations in two countries, namely Egypt and the United Kingdom. It seeks to identify the ways stance markers differ from one culture and language to another and interpret the possible influence of culture on these metadiscoursal choices. Accordingly, a contrastive analysis is performed in which the Arabic and English Facebook pages are compared. Data are collected over a period of 5.5 months yielding a corpus of 214 Facebook posts. In order to analyse and interpret the data, the study adopts Hyland’s (2005) interpersonal model of metadiscourse with a particular focus on the stance category and explores the possible influence of each culture on the interpersonal markers employed using the cultural dimensions proposed by Hofstede, Hofstede, and Minkov (2010). The results of the study show that stance markers are significantly more common on the Egyptian pages. However, no striking variations are found in the general distribution of the stance markers across the various categories. While some similarities in the choice of the stance markers can be associated with the promotional genre, the results also reveal some differences dictated by the context and core values of the cultures under investigation. Hence, the findings of the study demonstrate that both culture and genre are two essential aspects that cannot be ignored when studying interactional discourse. The study has profound implications for corporations both nationally and internationally with regard to building solidarity with potential consumers and managing their corporate image in computer-mediated communications since country-specific content enhances usability, accessibility, and interactivity. Received: 03 April 2023 Accepted: 14 April 2023 Published: 20 April 2023
Restaurant Management System

Abstract: The project focuses on developing an Android application that allows customers to easily book tables and menus of their choice at a restaurant according to their convenience. The traditional manual system for table reservations in restaurants is becoming obsolete, and digital systems are gaining popularity. The manual system relies on waiters and booking diaries, with no automated record-keeping. Main objective of the project is creating the Reservation System that addresses the shortcomings of the manual system, such as inefficiencies in time and cost management.
APPLICATION OF DESIGN THINKING METHOD IN REDESIGNING THE UI/UX OF SIMAK (ACADEMIC INFORMATION SYSTEM) OF SRIWIJAYA UNIVERSITY BASED ON A MOBILE PLATFORM

Students at Sriwijaya University are having difficulty accessing academic information through SIMAK using their mobile devices due to a user interface that is not optimized for smartphones. In this study, the author used the Design Thinking method because it has stages that are very helpful in creating prototypes, such as the Empathize stage where the author can directly interact with users' personal opinions, up to the testing stage, which helps the author analyze the results of prototype creation so that further development can be more responsive and better. The prototype was tested through Maze, a platform that helps users test product or service prototypes quickly and efficiently. This platform is integrated with various prototype-making applications and allows users to collect qualitative and quantitative data in one place and the User Experience Questionnaire (UEQ) to analyze data from prototype testing. Based on the results of usability testing, the UEQ scores from 26 SIMAK users were above 1.6, with almost all assessment categories such as "Appeal", "Efficiency", "Accuracy", "Stimulation", "Novelty", and 1.3 in " Perspicuity". Therefore, it can be concluded that the SIMAK prototype design has a good user experience, and the design can be used as a reference for SIMAK mobile-based displays in the future.
PENGONTROLAN KEAMANAN SISTEM KOMPUTER CLIENT DARI SERANGAN HACKER DAN VIRUS KOMPUTER SECARA JARAK JAUH (REMOTE SERVER) DENGAN MENGGUNAKAN SSH

Computer system security is very important to be considered by computer users to protect their computers from attacks such as hackers and computer viruses that can take data and damage the user's computer system. Hacker is a person or party who has the skill in breaking through and sneaking to access a computer without the user's permission and can take data and even damage the system on the user's computer. And a Computer Virus is a computer program that copies and inserts copies into the program and can damage the computer system. So that by using SSH (Secure Shell) can control and check computer security from hacker attacks and computer viruses without having to come to the location where there is a client computer or done remotely (Remote Server).
MEDIA PLAYER CONTROLLING USING HAND GESTURES

In the modern world, everyone prefers speedy interactions with intricate mechanisms that guarantee a prompt response. Response time and ease of use are therefore problems as technology continues to advance. Here is where human-computer interaction comes into play. With the aid of OpenCV and Python, we attempt to use hand gestures to control our media player in this project. In linguistics, hand gestures are a crucial part of body languages. The use of the hand as a device makes it simple to interface with humans and computers. The importance of gesture recognition has grown significantly. Different apps, such as Windows Media Player, robot control, gaming, etc., are controlled by hand gestures. Interaction is simple, practical, and requires no additional equipment when gestures are used.
ANALISIS CLUSTER PENENTUAN PROMOSI PRODUK PASCA PANDEMI COVID 19 DENGAN METODE K MEANS

The impact of the COVID-19 pandemic has been felt by all sectors, including the economic sector. UMKM have really felt the impact after the covid 19 pandemic with declining sales turnover. This study aims to classify products from UMKM that are not selling well and selling well. The K means method was chosen for grouping because it is simple and the K means method can group according to the same criteria grouped into a data cluster, for different data entered into another cluster. There are 28 data sets which will be grouped into 2 clusters . With the criteria of total goods sold, total transactions, difference in days and final stock. The data was taken from January 2022 to August 2022. After clustering, it was found that C1 had 12 products that were selling well, and for C2 there were 16 products that were not selling well. Therefore, UMKM can carry out sales promotion strategies that are fast and precise so that products that are not selling well can increase sales volume. Promotions can be carried out in the form of discounted promotions, mailer promotions, and fractional promotions.
Correlation between Students’ Habits in Listening to English Songs and Their Listening Skills of the Eleventh-Grade Students of SMA Negeri 6 Sigi

The objective of this research is to find out if there is any correlation between students' habits in listening to English songs and the listening skills of the eleventh-grade students of SMA Negeri 6 Sigi. This quantitative research applied a correlational research design. The researcher used simple random sampling. In this research, 32 students were chosen as the sample. The researcher gathered information through questionnaires and tests. Both instrument data analyses showed a Pearson Product Moment of 0.567. The Category was moderate. The value of the r-table was 0.349. rxy is more than rtable, according to the statistics. The alternative hypothesis (Ha) is accepted, while the null hypothesis (H0) is rejected. This indicates a correlation between students’ habits in listening to English songs and the listening skills of the eleventh-grade students at SMA Negeri 6 Sigi.
Evaluation of Teaching Mobilities in the Context of Intercultural Education

This specific intervention aims to limit the rates of school dropout. In order to limit the rates of school dropout and to increase the school performance of students with different cultural characteristics, who attend the schools of the Directorate of Secondary Education of West Attica in the school years 2021- 2022, mobilities were implemented in the context of the Erasmus program following intercultural education. Implementing the mobilities was deemed necessary because in the cities of West Attica, during the same period, incidents of delinquency, violence, and battles took place daily between different foreigners or between foreigners and Greeks or Roma. The implementing method of the intervention is an observation with a structured observation sheet with open-ended questions. Positive results, coming out of the mobilities, were that the teachers who served in those schools, who did not always have the required knowledge in intercultural education, were made aware and trained in the effective management of heterogeneity both in students and in their parents for the benefit not only of the school community but more broadly of society—the consequences of this action concern the parents of the children and the society in general.
Computer Vision Based Workout Application

Our lives are significantly impacted by virtual assistants, and unintentionally, we have grown to rely on them for many of our daily tasks.In this project of an OpenCV-based exercise application, we seek to explore the emerging topic of computer vision.Our project's main goal is to create a computer vision-based exercise program that is practical, user-friendly, and self-contained.The program will be able to direct the user through workout sessions and suggest appropriate postures as needed.We want to make this program hands-free so that the user can exercise without using a mouse or keyboard.