Reviewerly/exHarmony huggingface dataset:
GAME EDUKASI LITERASI INFORMASI (GERASI) UNTUK MENGENALI INFORMASI HOAX PADA PELAJAR

Currently, Hoax in Indonesia is very urgent. According to the data from Kemenkominfo 2017, in total 800.000 sites in Indonesia was indicated as a hoax information disseminator. Nowadays, it is difficult to differentiate hoax and fact in the Internet. One of the cause is most of smartphone users shared the information without recheck them. Finally, it caused the great excitement. Information literacy is very important to face the scattered hoax. American Library Association defines that information literacy is a set of abilities requiring individuals to recognize when information is needed and have the ability to locate, evaluate, and use effectively the needed information. Based on the problem, “Game EdukasiLiterasiInformasi (GERASI)” can be the appropriate solution. The concept of GERASi are: (1) the knowledge presentation in each level is about the ethic in sharing information and tips in identifying the hoax, (2) the training for being the smartphone users who use the ethic before sharing the information, (3) the learning about the important of critical thinking in understanding hoax pictures and news in the Internet. The educative game also provides the tutorial to use “Turn Back Hoax Website” made by Anti Hoax Community as the place for reporting the hoax. We hope that GERASI and Turn Back Hoax can be the facilitator in building the characters of smartphone users who are smart and iteration.
Exploiting Regularities to Recover 3D Scene Geometry

Author(s): Wong, Alex King Lap | Advisor(s): Soatto, Stefano | Abstract: Recovering three-dimensional (3D) scene geometry from images is an ill-posed problem due to the loss of the extra dimension in the process of projection. Hence, the solution hinges on the choice of regularization or prior assumptions about the scene. We study the effects of various regularization schemes on the 3D reconstruction problem under two problem settings, single image depth prediction and sparse depth completion. Obtaining the 3D scene from a single image is literally an impossible task as there are infinitely many 3D scenes compatible with the given image -- making both problem settings great candidates for evaluating the influence of a given regularizer. We begin by examining the relation between data fidelity residual and the degree of regularization to form a spatially and temporally varying adaptive weighting scheme for single image depth prediction. We additionally explore the use of gravity, as a supervisory signal, to induce a prior on the pose of objects populating a scene. To extend the use case to real world applications, we develop visioning systems to infer dense depth from an image with associated sparse depth measurements. We leverage the abundance of synthetic data to obtain a learned prior for guiding the learning process. Conscious of the limitations of current depth completion methods in processing sparse depth and their growth in parameters, we propose a two-stage approach that approximates the scene with a ``scaffolding'' and refines the approximation with a simple light-weight network. The result is a small and fast, but accurate visioning system that fits in an embedded system. To enable an agent to continuously learn, our systems are completely unsupervised and learn by exploiting geometry and known regularities.
THE IMPLEMENTATION OF WEB BASED LEARNING (WEBSITE) TO IMPROVE STUDENTS’ SPEAKING ABILITY ON THIRD GRADE STUDENTS IN VOCATIONAL SCHOOL (A CLASSROOM ACTION RESEARCH FOR GRADE 3, SEMESTER 1, SMK SWASTA DARUL IHSAN ACEH BESAR)

Abstract Name: Putri Rizkiah Student No.: 1609200080029 Study Program: Master Degree in English Education Department: English Education Title: The Implementation of Web Based Learning (website) to Improve Students ‘speaking Ability on Third Grade Students in Vocational School Keywords: Speaking ability, Web-Based Learning, Web-Based The objectives of this research are to know how web-based learning (website) can be implemented in improving students’ speaking skill for the third grade students of Darul Ihsan vocational school, to know the students’ responses toward the implementation of web-based learning (website) in the speaking class and to identify whether the web based learning (website) can improve the students’ speaking ability or not. The subject of this research was the third grade students in the 2018/2019 academic year. This was a kind of classroom action research which employs qualitative method in the nature. Two cycles were conducted in this research. Each of cycles consisted of the activities of planning, implementing, observing, and reflecting the action. The instruments used in data collection were observation sheet, test and questionnaire. The data were processed by using descriptive statistic. It was done to make qualitative analysis easier since the data were simplified. The result of the test showed that the implementation of web based learning (website) was successful in improving students’ speaking ability. It was proven by the result of test in cycle 1 was 67.60 and in the cycle 2 was 74.44. It means that the web-based learning (website) can be used to improve students’ speaking ability. Furthermore, the majority of the students showed the positive response toward the implementation of web-based learning (website). It can be concluded that web-based learning (website) can be applied to improve students’ speaking ability and also give positive effect to the students in teaching-learning process.
Navigation strategies in multimedia environments in dyslexia: A developmental perspective

18th Biennial Conference of the European Association of Research on Learning and Instruction (EARLI 2019) (Aken, Germany, 12-16 August, 2019)
Fractional Order PID Control Law for Trajectory Tracking Using Fractional Order Time-Delay Recurrent Neural Networks for Fractional Order Complex Dynamical Systems

In this paper presents an extension to the theory on the analysisof stability of complex systems with time delay of fractionalorder, the previous study is based on the theory of functionsof Lyapunov-Krasovski and the Fractional Order PID controllaw. The analytical results are illustrated by the simulation offractional nonlinear systems interconnected with time delaywhich are forced to follow complex trajectories as chaoticsystems.Fractional complex dynamical systems, trajectory track-ing, Fractional Order Lyapunov-Krasovskii theory, FractionalOrder PID control law.
AN ANALYSIS ON STUDENTS’ MOTIVATION IN ENGLISH READING

The purpose of this research was to know the students’ motivation in English reading. The reason why this research was conducted was to find what the aspect which influences students’ motivation in English reading and the reason behind it. The population of this research was 210 students. The researcher took 136 students as the sample of this research. The sampling technique that researcher used was simple random sampling. Then, 4 students purposively were interviewed by the researcher. The questionnaire result showed that, because of the high means score in reading curiosity (RC) was 3.30. Then, the mean score for reading involvement (RI) was 3.30. Also, the mean score for importance of reading (IRE) was 3.60, researcher concluded that the students were intrinsically motivated. The interviews result showed that, beside to add knowledge, or learn culture, most of them answered that their motivation was to add new vocabulary. Even though there was still negative attitude like feeling shy or afraid of making mistake, they thought that English reading was beneficial for them like to know other cultures. In order to promote learners’ intrinsic motivation, one of the best ways might be by providing them with interesting material. The lecturer should provide a wide selection of interesting reading materials and let the students choose and read the book in a comfortable situation.
Master Data Management Maturity Model: A Case Study at Statistics Business Register in Statistics Indonesia

Statistics Indonesia is known as Badan Pusat Statistik or BPS in Indonesia, has a mission to provide high quality statistical data through an integrated statistics by implementing national and international standards. To enables practical application of standard statistical units and their classifications, BPS initiated create Master Data to integrated source of frame for all economic survey, that's called statistical business registers (SBR). Main objective of SBR become the primary and only establishment and enterprise directory. But, the current situation, several directories of establishments exist, maintained by various SMEs. Therefore, assessment to SBR in BPS is important, because it becomes a benchmark for the success of SBR in BPS. The measurement was conducted using Master Data Management Maturity Model (MD3M), by providing questionnaires for the two SMEs at BPS, filled with interview. From the domains assessed, the result shows that the maturity level rate of SBR is at level 1 on a score from 1 to 5. This means that a first awareness for issues regarding the topic of MDM has been raised on an operational level. Initial steps are initialized.
LA GAMIFICACIÓN EN LOS AMBIENTES DE REALIDAD VIRTUAL MÓVIL (THE GAMIFICATION IN THE ENVIRONMENTS OF MOBILE VIRTUAL REALITY)

Resumen Actualmente, la educacion requiere de procesos innovadores que den respuesta y se adapten con rapidez a las necesidades planteadas por una sociedad que participa en un cambio tecnologico constante. La gamificacion como tecnica de aprendizaje traslada la mecanica de los juegos al ambito educativo y profesional, con la finalidad de mejorar los resultados del proceso ensenanza-aprendizaje, ya sea para potenciar la adquisicion de conocimientos, fortalecer habilidades o bien incentivar acciones concretas mediante la recompensa. Este trabajo presenta los beneficios del uso de la gamificacion, mediante el analisis de la implementacion de un juego desarrollado como material didactico con tecnicas de modelado de realidad virtual, para coadyuvar al aprendizaje experiencial de la historia universal en alumnos de secundaria y preparatoria. Tras presentar los pormenores del desarrollo y la implementacion de dicho material, se lleva a cabo una evaluacion del grado de usabilidad aplicada a este material educativo. Palabras Clave: diseno Instruccional, dispositivos moviles, Gamificacion , realidad virtual, usabilidad. Abstract Currently, education requires innovative processes that respond and adapt quickly to the needs posed by a society that participates in constant technological change. Gamification as a learning technique moves the mechanics of games to the educational and professional field, with the purpose of improving the results of the teaching-learning process, either to enhance the acquisition of knowledge, strengthen skills or encourage concrete actions through the reward. This work presents the benefits of the use of gamification, by analyzing the implementation of a game developed as a teaching material with virtual reality modeling techniques, to contribute to the experiential learning of universal history in secondary and high school students. After presenting the details of the development and implementation of said material, an evaluation of the degree of usability applied to this educational material is carried out. Keywords: instructional design, gamification, mobile devices, virtual reality, usability.
Memories of the Japanese Invasion of Korea and Displays Historical Exhibitions

본고는 임진왜란의 흔적과 집단기억이 박물관 역사 전시 속에 어떻게 구현되었는가를 검토 하려는 데 목적이 있다. 임진왜란의 현장이었던 진주성 전투와 관련하여 만들어진 역사적 기억으로는 첫째, 진주와 진주성이 갖는 전략적 위치의 중요성, 둘째, 제1차 진주성 전투의 승리가 가능했던 철저한 준비 및 일관된 지휘체계, 의열의 상징이었던 제2차 진주성 전투, 셋째, 새로운 기억이 덧붙여진 의기 논개의 이야기이다. 진주성에 대한 기억은 진주성 안에 사당, 비석 등의 기념물로 시각화되었고 이들은 추모의 성격과 정보를 알리는 데 주목적이 있었다. 진주성 안에 위치하는 국립진주박물관은 임진왜란 전문 박물관으로 임진왜란을 주제로 한 역사 전시를 보여준다. 임진왜란에 대한 단편적인 기억들은 박물관의 실물자료를 통해 재소환되 고, ICT 기술을 바탕으로 한 영상물이나 체험물들은 임진왜란의 역사 기억을 생생히 실감나게 한다. 더욱이 임진왜란에 대한 축적된 연구 성과들은 국난극복의 민족주의적인 시각에서 벗어나 국제적 감각으로 역사 전시를 구현하게 해준다. 정보가 공유되는 사회에서 관람객들은 일방적인 관람을 지양하고 자신이 주도하는 학습을 박물관에서 요구하게 되었다. 또한 임진왜란의 기억들은 역사 전시를 통한 다양한 체험과 함께 새로운 역사 읽기를 시도하게 될 것이다.The purpose of this paper is to examine how traces of the Japanese Invasions of Korea and collective memories of the war have been embodied in the museum s history exhibitions. Historical memories which have made in relation to the Battles of the Jinju Fotress, one of the fiercest battlefield during the Imjin War can be categorized into three. First involves the importance of the strategic location of Jinju and the Jinju Fortress. Second is related to the thorough preparation and consistent command system which led to victory of the First Battle of the Jinju Fortress and the Second Battle of the Fortress, which has become symbolic of patriotic struggle, and third is about the story of Nongae, a righteous courtesan(gisaeng) with new memories added. The memories of the Jinju Fortress have been visualized as monuments such as shrines and tombstones inside the fortress, with focus on providing related information and cherishing the memories. Located inside the Jinju Fortress, the Jinju National Museum, dedicated to the Japanese Invasions of Korea, displays historical exhibitions under the theme of the Imjin War. The fragmentary memories of the Imjin War are recalled through the museum s collection, while video clips and experience-based ICT technologies provide vivid memories of the history of the war. Moreover, the accumulated research achievements allow us to understand the war in an international perspective away from a nationalistic view. As we live in an era where information is shared not possessed, museum visitors want their museum experiences to be more active. The historical exhibitions of the Imjin War will meet their needs by providing various experiences and that will allow them to have a fresh eye on the memories of the Imjin War.
Analysis of the Noise Source Entropy Used in OpenSSL’s Random Number Generation Mechanism

OpenSSL is an open source library that implements the Secure Socket Layer (SSL), a security protocol used by the TCP/IP layer. All cryptographic systems require random number generation for many reasons, such as cryptographic key generation and protocol challenge/response, OpenSSL is also the same. OpenSSL can be run on a variety of operating systems. especially when generating random numbers on Unix-like operating systems, it can use /dev /(u)random [6], as a seed to add randomness. In this paper, we analyze the process provided by OpenSSL when random number generation is required. We also provide considerations for application developers and OpenSSL users to use /dev/urandom and real-time clock (nanoseconds of timespec structure) as a seed to generate cryptographic random numbers in the Unix family.
THE STUDENTS’ ABILITY IN COMPREHENDING PASSAGE THROUGH DISCUSSION WAY AT THE SECOND YEAR STUDENTS OF SMAN 1 KAUMAN TULUNGAGUNG IN THE EVEN SEMESTER ACADEMIC YEAR 2018/2019

This study  is a Classroom Action Research (CAR) about comprehending the passage through discussion way to improve the students’ reading skill. The population is 36 students at the second year of SMAN 1 Kauman.  Instruments of the study consisted of reading test, observation check list and questionnaires. Based on the pre-test, the students’ reading skill and students’ motivation were still low, it was indicated that the score result was under minimum standard or the average score (70.14). Therefore, the researcher tried to apply the way of discussion in comprehending the passage to improve the reading skill. The writer found that in Cycle I the students’ score average was 74.44. The next cycle (Cycle II) done by the writer to improve the strategy in teaching reading through discussion way. It was proved that the students’ score average after the implementation of discussion was 80.12 . They passed and got the better score than previous result and the students’ motivation was also good. It could be seen from the result of observation data which showed that 91.6% students were more active in teaching learning process through discussion way. Then the students’ interest in reading comprehension through discussion way was also good. It is shown on the result of questionnaire in which there were 86.11% students interested in reading comprehension through discussion. It is concluded that the way of discussion in comprehending the passage was able to improve  the students’ reading skillKeywords: comprehending,  passage, discussion way    Keywords: Comprehending,  passage, discussion way
Information and data literacy skills development in Creative Industries Adult Education: the Digiculture project

This paper aims to analyse, from a theoretical point of view, the promotion of digital skills, in particular Information and data literacy (Carretero, Vuorikari & Punie, 2017), in a Creative Industries (CI) Adult Education context. Gaining digital skills and abilities, the promotion of which is often inadequate (European Commission, 2017), could improve the career opportunities of workers in the CI sector, providing access to new distribution markets, such as e-commerce, or adding new forms of digital expression (European Commission, 2018). The analysis of the literature promoting digital competences for CI workers aims to identify, from a pedagogical point of view, the most effective teaching and learning methodologies, didactic tools and evaluation practices for Information and data literacy development, defining the theoretical elements for the construction of future educational training paths in international education contexts. The content of the paper originates from the Erasmus+ KA204 “DigiCulture” project (Improving the Digital Competences and Social Inclusion of Adults in Creative Industries, 2018-2021).
A Novel Approach to Recommend Products for Mobile-Commerce site Using Weighted Product Taxonomy

The importance of the World Wide Web has increased enormously in recent years which leads to a large amount of information accessible through the web. The increasing importance of the web provides huge benefits to business, so to improve the business over web recommender systems has been proposed. Recommender systems works based on effective prediction which helps people for convenient access to their products that they might be interested in the real world. In this paper authors proposed a novel approach for product recommendation based on weighted product taxonomy. Product taxonomy is a hierarchical organization of products with different levels of hierarchy. Customer behavior and navigational factors are used for calculation of weight for product taxonomy. Authors also proposed a heuristic algorithm to search product “watch” in weighted product taxonomy. To prove that results of proposed heuristic algorithm are fast, authors apply independent sample `t' test at 5% level of significance.
SOCIALIZATION OF DIGITAL EDUCATION THROUGH THE ENHANCEMENT OF REMOTE TESTING

The article is based on the results of analysis of educational subjects for bachelors of the 1st, 2nd, and 3d years of education in the socio-adapted system of remote training for various management and economic specialization profiles. According to the conducted study, the course units have been determined for which remote training and controlled assessment are justified, the results of electronic testing of students have been summarized, the dynamics of the results has been revealed, the directions of enhancement of testing and testing material development technologies have been shown, the socio-adapted types of test questions have been highlighted, and examples of typical test questions have been provided, recommendations on the method of presentation of educational material have been formulated.
Effective Way of Deriving the Context from a Handwritten Image/Object

This paper is mainly proposed to identify the text given in the input handwritten object format (irregular shape), i.e., recognized/unrecognized patterns by utilizing chain code using SASK algorithm. To find out the output of the written object, we would need to identify the hulls and layer of it using the layered algorithm which is explained in detail in further sections. After identifying the layer, we are supposed to get out the list of outcomes that suits for the output pattern, and hence, that will be provided as the recognized object. It helps us to easily identify the outcome of the text provided in handwritten, where the input is either in recognized or unrecognized format. Another advantage apart from that is by identifying structured layers will be helpful in the traffic to define the traffic time/list of vehicles waiting on the queue to get way further.
As transformações e reflexões no campo da arquivologia

The book Think the Archives: An Anthology is a collection of texts organized by the PhD Professors Luciana Heymann and Leticia Nedel. The work is divided into two parts, the first of which (Archives and Archivology: History, Principles, Practices) with texts covering the classical theory of the area, its changes and new contexts. The second part focuses on private and personal archives.
Securely Perturb Big Data by using Inner Product

Data privacy is one important consideration in the era of big data. This paper considers the problem of protecting data privacy when sharing external data to the other parties. The major difficulty is how to perturb the unique identifier in the external data source. We first give a complete system model for this problem. Specifically, we propose to use inner product to replace the classical method of using hash function. Then we give a security proof for our construction based on the Goldreich-Levin theorem. Finally, we implement our scheme and demonstrate that our solution is approximately 6 times more efficient than the classical hash function method.
Comparative Implementation of the Benchmark Dejong 5 Function using Flower Pollination Algorithm and the African Buffalo Optimization

This communication presents experimental research findings on the application of the flower pollination algorithm (FPA) and the African buffalo optimization (ABO) to implement the complex and fairly popular benchmark Dejong 5 function.The study aims to unravel the untapped potential of FPA and the ABO in providing good solutions to optimization problems.In addition, it explores the Dejong 5 function with the hope of attracting the attention of the research community to evaluate the capacity of the two comparative algorithms as well as the Dejong 5 function.We conclude from this study that in implementing FPA and ABO for solving the benchmark Dejong 5 problem, a population of 10 search agents and using 1000 iterations can produce effective and efficient outcomes.
LibGuides: Scholarly Activity Toolkit: Presentations

This toolkit provides resources to help MAHEC users read, process, and produce scholarly activity.