Reviewerly/exHarmony huggingface dataset:
Prototype Visualisasi Karakter Unsur Kimia Dengan Teknologi Augemented Reality (AR)

Abstrac-This study aims to visualize the character of the chemical elements in the periodic table using Augmented Reality (AR) technology. Qualitative research methods with a design thinking approach. The design thinking stages consist of: empathy, determination, ideas, prototypes and trials. This AR technology was developed using Unity and Vuforia software. The results of the research are in the form of a prototype visualization of the characters of the chemical elements francium, hydrogen and calcium which can be viewed in three dimensions and projected into AR technology so that the user experience when viewing the prototype feels very real and interactive. This AR technology can be an alternative to understand the characteristics of the chemical elements on the periodic table.&#x0D; &#x0D; Keywords: Augmented Reality, prototype, character visualization, chemical elements.
THE EFFECT OF DIGITAL LITERACY AND HYBRID LEARNING ON STUDENT COMPETENCE IN INDONESIAN SUBJECTS CLASS XI 2021/2022 KALAM KUDUS CHRISTIAN HIGH SCHOOL PEMATANG SIANTAR

The phenomenon of digital literacy learning at the Kalam Kudus Christian High School Pematang Siantar is influenced by the learning model used during the pandemic. Hybrid learning system is used in learning has an impact on increasing student competence. The purpose of this research is to find out the description of digital literacy, hybrid learning system and student competence at Indonesian subject in grade XI, and at the same time figuring out the effect of digital literacy and hybrid learning system on student competence. This research was completed with a literature and field research design. The type of data used is qualitative and quantitative data. The data sources used are primary and secondary data. The data was collected through questionnaires, interviews and documentation. The test of instrument through a validity test and reliability test. The technigues of data analysis are the test of descriptive qualitative and quantitative tests. This study stated that digital literacy and hybrid learning system have a positive and significant effect on the competence of students. It was concluded that digital literacy, and hybrid learning system at the competence of student were useful. There was a positive influence, and having a strong relationship in this phenomenon. It is necessary in managing the challenges of the learning data access, improving learning facilities and infrastructure, carrying out supervision and competitions which increasing up the intrest and skills.
Perceptions of Indonesian Teachers on Integrating Digital Technologies into Teaching Activities

Digital literacy is crucial in many aspects, especially since that most activities are facilitated by digital tools. Education is another profession in which digital literacy is vital. As time passes, teachers will be required to use digital technologies into their teaching and learning activities. The pandemic was also one of the reasons teachers were pushed to integrate teaching since teaching and learning cannot be done in the classroom. Although there are some teachers who integrated the teaching prior to the epidemic. According to the findings of this study, teachers are "forced" to integrate digital technologies into their teaching and learning activities as a result of the epidemic. Teachers commonly use digital tools such as WhatsApp, Gmeet, Quizzes, Zoom, and Microsoft Teams. Teachers use these applications to communicate with their students as well as to offer quizzes and tests. Other digital technologies utilized with the five mentioned above include Google form, Google classroom, Jamboard, Liveworksheet, Google drive, Kahoot, Microsoft sway, Instagram, YouTube, and applications particular to their respective school. Each respondent selects their own digital technology to implement based on their teaching style and the conditions encountered during teaching and learning activities. The majority of responders receive digital technology training from the school where they teach. They also learn new skills in integrating digital technology from their coworker
Shepherding Slots to Objects: Towards Stable and Robust Object-Centric Learning

Object-centric learning (OCL) aspires general and compositional understanding of scenes by representing a scene as a collection of object-centric representations. OCL has also been extended to multi-view image and video datasets to apply various data-driven inductive biases by utilizing geometric or temporal information in the multi-image data. Single-view images carry less information about how to disentangle a given scene than videos or multi-view images do. Hence, owing to the difficulty of applying inductive biases, OCL for single-view images remains challenging, resulting in inconsistent learning of object-centric representation. To this end, we introduce a novel OCL framework for single-view images, SLot Attention via SHepherding (SLASH), which consists of two simple- yet-effective modules on top of Slot Attention. The new modules, Attention Refining Kernel (ARK) and Intermediate Point Predictor and Encoder (IPPE), respectively, prevent slots from being distracted by the background noise and indicate locations for slots to focus on to facilitate learning of object-centric representation. We also propose a weak semi-supervision approach for OCL, whilst our proposed framework can be used without any assistant annotation during the inference. Experiments show that our proposed method enables consistent learning of object-centric representation and achieves strong performance across four datasets. Code is available at https://github.com/object-understanding/SLASH.
Self and counterfeit consumption in emerging markets

urpose: This research has focused on independent and interdependent self-concepts of fake self &amp; pretentious consumption in counterfeit consumption. In this research role of self in the case of fake consumption in the emerging market of Bangladesh has been revealed Research methodology: For this study, qualitative research has been undertaken. Ethnographic and netnographic approaches have been used. Twenty in-depth interviews were conducted with the participants. The participants were approximately equal as far as gender was concerned. The participants were between 20-35 years old; 80% were students, and 20% were employed. The snowball sampling technique was used for sample selection. Participants were selected for the final interview after the initial screening to know the pattern of their behavior, preferences, and experience with counterfeit &amp; luxury brands. The Facebook profiles of these participants were studied to find photos, posts, shares, and preferences for counterfeit and luxury brands. Results: The results reveal that consumers feel their missing self, which means they understand they don't have appropriate possessions, and the extended self means a self that is created by external objects, some particular possessions considered as a part of them. As a result, they try to show their imaginary self, which means they try to copy others, but when they fail, they start to show their fake self through counterfeit consumption. Limitations: The research is conducted within Bangladesh only. Contribution: This research has focused on the patrons of the emerging market of Bangladesh. Findings have been revealed through a projective technique using word and picture associations. The iterative hermeneutic method has been used for data analysis. The research results conclude that variation in self affects the inauthentic consumption behaviors of patrons in the emerging market of Bangladesh.
Kemampuan Menulis Teks Eksposisi Melalui Pendekatan Pembelajaran Berbasis Masalah di SMP Negeri 2 Gunungsari

This study aims to describe the ability to write expository texts through a problem-based learning approach at SMP Negeri 2 Gunungsari. This type of research is descriptive research by describing existing learning activities especially related to the problem-based learning process in students' ability to write exposition texts. In this descriptive analysis, it is described about analyzing and designing problem-based learning, implementing the learning process along with learning outcomes in the form of students' ability to write exposition texts. From the results of research and analysis of data on writing exposition texts, it was found that the aspect of writing content in writing exposition texts was still at a moderate level, which was quite evident from 13 students having scores between 17-21, aspects of student organization assessed with CK (good enough), vocabulary aspects with scores between 14-17 was obtained by 10 students with CK scores or good enough, aspects of students' use of language on fairly good abilities (CB) and mechanical aspects had a range of values from 2-5. As many as 15 students scored a very good perfect mechanical aspect (SBS) from the writing they had made. The assessment of the ability to write expository texts is based on five aspects assessment guidelines that have been prepared. Each consists of a range of values with the designation of very good perfect (SBS), pretty good (CB), moderate enough (SC), and very poor (SK). This mention certainly has several indicators that must be achieved.
Interferensi Bahasa Inggris pada Status Whatsapp Mahasiswa Semester 4 KIP STKIP Rokania SEMESTER 4 KIP STKIP ROKANIA

The purpose of this study was to describe the interference of English word morphology on WhatsApp status of 4th semester students of KIP STKIP Rokania. To determine the interference in this article using a qualitative descriptive method and analyzed based on the content of the status. The theory used is Chaer's theory (1995) which states that the use of elements of other languages in using a language is considered a mistake because it deviates from the rules or rules of the language used. Bilingual or multilingual people often mix one language with another when uploading statuses on WhatsApp so that interference often arises. In this article, we will discuss several examples of morphological English interference in WhatsApp status with the aim of knowing the causes of language errors. The method used is descriptive qualitative method. The conclusion of this study is that interference often occurs due to lack of mastery of one language or intentional writing errors in order to follow the trend.
Dynamic path planning algorithm for autonomous mobile robot with a minimum number of turns in unknown environment

The article is devoted to the problem of reactive navigation of a mobile robot with limited information about the environment. An algorithm for finding a path from source to the target with a minimum number of turns is described. The idea of the algorithm is based on the bug family of algorithms for reactive navigation. The mobile robot remembers the boundaries of obstacles and calculates the angle of rotation depending on the surrounding situation. The difference from bug algorithms is that the robot does not move “along the obstacle”, but turns only in a limited number of cases. The results of testing the algorithm on simulated polygons are presented. Models of fallen trees, stumps and swamps were considered as obstacles. The performance of the algorithm is evaluated by comparing the minimum possible number of turns with the number of turns in the path obtained using the algorithm.
Aeromagnetic map of northeastern California

Cover.Photograph of the west central part of the map area, looking east-northeast from the Soldier Mountain fire lookout, about 23 kilometers (km) northeast of Burney, California.Grassy low terrain in the center of photo is the Fall River Valley, underlain by young alluvial deposits and diatomite.Low, tree-covered terrain at left-center is in part underlain by the southern end of the 45-km long, 12.5 kiloannum (ka) basalt of Giant Crater associated with the Medicine Lake volcano and in part underlain by the Brushy Butte flow field, consisting of tholeiitic basalt erupted about 35.7 Ka.These volcanic rocks conduct much of the groundwater the emerges at the Fall River spring discharge area, a 16 km wide zone near the southern terminus of the basalt of Giant Crater lava Flow.This spring discharge is the source of the broad Tule River at right-center and the meandering Fall River at center, which themselves are the predominant source of water to the Pit River to the south (right) of the photo.On the center skyline are the Big Valley Mountains, underlain by Pliocene to Miocene andesitic volcanic rocks.U.S.
Biography Text E-media for the Tenth-grade High School Students: Prezi Application Development

utilizing Prezi applications on biography text material. The research technique is the research and development approach that employs the DDD-E model (Decide, Design, Develop, and Evaluate). The primary outcome of this research is Indonesian language learning media created with the Prezi application. The quality of Indonesian language learning media utilizing the Prezi application is extremely feasible based on the product development process, which includes product validation by experts (material expert, media expert, and practitioner expert validations). Students from SMAN 5 Bandar Lampung were the research subjects. The researchers also performed a small-scale trial with ten randomly chosen students and a large-scale trial with thirty students. The product feasibility test at SMAN 5 Bandar Lampung yielded a feasibility score of 92.83% (very feasible). The developed media is likely appropriate for use in the learning process. This research, however, was only limited to the development stage. It is envisaged that this media will be tested for effectiveness.
Mengelola Penyusunan Modul Pembelajaran Dasar Perbankan Bagi Siswa Sekolah Menengah Kejuruan Provinsi Banten

The purpose of this community service activity is to compile a textbook for basic banking learning modules. The method of implementing this service activity is divided into three stages, namely planning, implementation, and evaluation. At the planning stage, a work plan, division of tasks, and implementation schedule are formulated. For the implementation phase, the team was divided into six consisting of four MGMP teams and two teams of devotees (PKN STAN) and the final result was a concept of a basic banking learning module book with a plagiarism check result at 27%. In the last stage, the service and partners concluded that this community service activity was declared successful, namely by completing the concept of the banking learning module book for vocational students in Banten Province. However, this book that has been compiled has not yet been published by a book publisher. This is due to a change in the semester program.
Drawn Chorus

Sound is essential to humpback whales, Megaptera novaeangliae. It is their primary means of communication. Noise—unwanted sound—travels through the sea as pressure, and it travels further in the sea than in air. This practice-led research situates my drawing practice within the context of aesthetic developments arising from responses to environmental pollution that originates in human activity. The methodological investigations underpinning the research speculate on and imagine the humpback whale’s experience of human created sound as it interferes with their oceanic waters. Through the development of an in-depth drawing research process that tunes into bodily, sensory and gestural responses to ocean acoustics, a visual language for the unseen sound forces experienced by whales has evolved. Relational encounters with science and ‘nature’ played a role in the production of this knowledge.
Leadership Competences as Part of the Competence of a Vocational Education Teacher

psychology, theory and practice of management, sociology, political science, history and behavioral economics.Nowadays, systems and methods of human resource management are becoming increasingly important, with a special place among belonging to leadership competence.It is the vocational education teacher who prepares the working potential of the country, on which the well-being and economic power of our nation depend.That is why special requirements apply to graduates of engineering and pedagogical specialties, because the vocational education teacher is the organizer of both the production and training processes.It is impossible to effectively carry out this organizational function and be a good example to follow without the ability to be a leader who is able to clearly set goals for themselves and others they are responsible for.Prospects for further research in this area concern the opportunity to improve the training of future teachers of vocational education through honing their leadership skills.
The Students Ability in Using Countable and Uncountable Nouns: at Second Year Students of SMPN 1 Aikmel in East Lombok

Abstrak: Penelitian ini bertujuan untuk mengetahuai kemampuan siswa dalam menggunakan Countable dan Uncountable nouns kelas 2 di SMPN 1 Aikmel. Jumlah populasi dari penelitian ini adalah 280 siswa, sample 28 siswa atau 10% dari populasi yang ada. Instrument yang di gunakan pada penelitian ini multiple-choice atau pilihan ganda untuk mengetahui kemampuan siswa dalam menggunakan countable dan completions atau melengkapi yang di gunakan untuk mengetahui kemampuan siswa dalam grammar . adapun langkah- langkah yang di gunakan guru dalam pembelajaran countable dan uncountable nouns adalah latihan . berdasarkan hasil data yang di dapat dalam pilihan ganda adalah 1 orang mendapat 100 (3,6%) dan 2 orang mendapat 50 (10,8).itu artinya siswa SMPN 1 Aikmel dikatakan berhasil dalam menggunakan countable and uncountable noun in teaching grammar especially in learning english. Adapun siswa yang menggunakan melengkapi test adalah 2 orang siswa mendapat 100(3,6%) dan 1 orang mendapat 40 (7,2%).Abstract: This study is intended to find out The students’ ability in using countable and uncountable nouns at second year students of SMPN 1 Aikmel academic year 2010/2011. This is aimed at finding out The students’ ability in using countable and uncountable nouns. The population of this study was all of the second grade students of SMPN 1 Aikmel which consist of 280 students. And the sample of this study is 28 or 10 % from population. The instrument consists of sentences namely building with countable and uncountable noun and practice in sentence. The test is divided into two parts namely multiple- Choice test and completion in grammar test in given after the students have the treatment of teaching from current English teacher to measure the students’ ability in using countable and uncountable noun. From the result of previous discussion, it is clear enough to conclude that the result for multiple- choice test, there are 1 achieve 100 (3,6 %), 1 students achieve 90 (3,6 %), 6 students achieve 80 (21,6 %), 10 students achieve 70 (36 %), 3 students achieve 60 (25,5 %), 3 students achieve 50 (10,8 %); that means, mostly students have good enough knowledge about countable and uncountable nouns. In completion test there are 2 students achieve 100 (7,2 %), 3 students achieve 90 (10,8 %), 3 students achieve 80 (10,8 %), 7 students achieve 70 (25,2 %), 5 students achieve 60 (18%), 6 students achieve 50 (21,6 % ) and the last 2 students achieve 40 (7,2 %). This also means that researcher found the students ‘ mastery about countable and uncountable noun good enough.
Busoni's Theory of Notation for the Piano

Busoni's Theory of Notation for the PianoBusoni was the greatest figure-there is nobody like him.
Structural Multiplane Image: Bridging Neural View Synthesis and 3D Reconstruction

The Multiplane Image (MPI), containing a set of fronto-parallel <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$RGB_{\alpha}$</tex> layers, is an effective and efficient representation for view synthesis from sparse inputs. Yet, its fixed structure limits the performance, especially for surfaces imaged at oblique angles. We introduce the Structural MPI (S-MPI), where the plane structure approximates 3D scenes concisely. Conveying <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$RGB_{\alpha}$</tex> contexts with geometrically-faithful structures, the S-MPI directly bridges view synthe-sis and 3D reconstruction. It can not only overcome the critical limitations of MPI, i.e., discretization artifacts from sloped surfaces and abuse of redundant layers, and can also acquire planar 3D reconstruction. Despite the intu-ition and demand of applying S-MPI, great challenges are introduced, <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$e.g$</tex> ., high-fidelity approximation for both <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$RGB_{\alpha}$</tex> layers and plane poses, multi-view consistency, non-planar regions modeling, and efficient rendering with intersected planes. Accordingly, we propose a transformer-based network based on a segmentation model [4]. It predicts compact and expressive S-MPI layers with their corresponding masks, poses, and <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$RGB_{\alpha}$</tex> contexts. Non-planar regions are inclusively handled as a special case in our unified frame-work. Multi-view consistency is ensured by sharing global proxy embeddings, which encode plane-level features cov-ering the complete 3D scenes with aligned coordinates. In-tensive experiments show that our method outperforms both previous state-of-the-art MPI-based view synthesis methods and planar reconstruction methods.
Deep Learning-Based System for Real-Time Face Tracking and Expression Recognition

Facial expressions play a crucial role in human communication by conveying emotions and messages without using words. They are a vital form of non-verbal communication that complements verbal communication. With the advent of artificial intelligence and machine learning, there has been an increase in the number of datasets and algorithms related to facial expressions. It has become an essential topic to explore automatic face tracking, expression recognition, and personalized feedback for different expressions. In this paper, we propose a real-time system that can track faces, recognize expressions, and provide distinct feedback based on the detected expressions. We present experimental results to demonstrate the effectiveness and feasibility of our proposed system.
Exploring the Power of Online Gaming for Interactive Multimedia Learning in Analysing Big Data for Adult Education

The contemporary education community has been trying to use video games or game elements in teaching in recent years.The pioneers in this field have tried to improve the quality of education by means of educational games or gamified teaching, but it has been difficult to be widely promoted for various reasons.In recent years, attempts have found that although there are certain advantages over educational video games and gamified teaching, like the former, there are still considerable difficulties in popularizing them in practice.Therefore, this paper proposes a learning structure design based on the big data video game task mode, hoping to make the learning process really arouse the learners' interest in learning, achieve good learning results in a relaxed and focused learning atmosphere, and achieve unsupervised high efficiency.Self-learning.Finally, the F1 value of simple teaching resources is increased by 8.6% on average compared with the other four algorithms, and it can reach 0.888 when the test set is 10%; when recommending complex teaching resources, the F1 value is increased by an average of 5.6% compared with the other four algorithms.It can reach 0.958 at 10% of the test set.The above data show that the CUPMF method can effectively improve the recommendation accuracy and improve the recommendation effect.