Reviewerly/exHarmony huggingface dataset:
Tradisi Ziarah Talang Pada Hari Raya Idul Fitri Di Desa Santapan Kecamatan Kandis Kabupaten Ogan Ilir

The research method chosen by the researcher is qualitative research. The results showed that the history of the Talang Pilgrimage in its history was first carried out in 1943. It was started by the family of Hj. Habibun who donated land to his children and grandchildren. This waqf land is used by the community, used as a burial area. Over time, a pilgrimage tradition was formed after Eid. The custom made by the community when attending the Talang pilgrimage is to read greetings before entering the cemetery area, cleaning the burial grounds. clearing the grass that interferes with the road, the goal is so that people can freely pass. This culture is done while eating the available food and drink. In general, the customs or traditions that are carried out by the community when attending the Talang pilgrimage include: first, entering the burial ground. Second, cleaning the cemetery, and third, reading Yasin's letters or praying. Fourth, in this process, the community uses dishes such as throwing flowers and watering 3 times. After doing him and finally getting in touch with relatives who are at the cemetery, the goal is to stay in touch, both to the living and the dead. The benefits of the Talang Pilgrimage and spiritual attachment in the Talang pilgrimage tradition. This tradition is held to always connect with ancestral spirits. It is also intended as an effort to remember and remember death.
Prototype Self-Adaptive Traffic Light Control System Using Cameras

Cambodia is a developing country with rapid development. More vehicle usage on the road increased, this leads to more traffic problems. The traditional traffic light and traffic police officer help solve the problem at a level and limited conditions. For a better improvement, the smart traffic light is a good solution that can adapt to the real-world environment. There are four cameras are used to capture and analyze the vehicle traffic to control the modes of the traffic light. This method gives the improvement over the limited time of the traditional traffic light. This smart traffic light comes with three-term mode conditions including normal mode, camera mode, and night mode.
PENERAPAN MEDIA PETA KONSEP OLEH GURU PPKn PADA MATA PELAJARAN PPKn UNTUK MENINGKATKAN PEMAHAMAN SISWA DIKELAS X IPS 3 SMAN 1 BUKITTINGGI.

The purpose of this research is to describe the application of concept maps in SMAN1 Bukittinggi, to identify the effectiveness of the application of concept map media in PPKn learning at SMAN 1 Bukittinggi, and to find out the consequences of using concept map media in improving students' understanding.This type of research is a qualitative descriptive research method in this research, because it corresponds to the nature of the problem as well as the objectives that want to be obtained from its research. Qualitative properties that have in this study require the author to jump directly into the field in finding data or information through observations, interviews, documentation studies. The informants in this study were students, PPKN teachers,Research shows that. (1) The application of concept map media is a medium that supports the effectiveness of pbm itself both teachers and siawa both benefit by using this concept map media.(2) The effectiveness of the application of concept map media in PPKn learning is very effective and able to improve students' understanding because students not only memorize but also understand the material.(3).the consequence of applying the concept map in improving students' understanding in PPKn learning is that there are positive and negative impacts
Redefining Wireless Communication for 6G:Signal Processing Meets Deep Learning with Deep Unfolding

The year 2019 witnessed the rollout of the 5G standard, which promises to offer significant data rate improvement over 4G. While 5G is still in its infancy, there has been an increased shift in the research community for communication technologies beyond 5G. The recent emergence of machine learning approaches for enhancing wireless communications and empowering them with much-desired intelligence holds immense potential for redefining wireless communication for 6G. The evolving communication systems will be bottlenecked in terms of latency, throughput, and reliability by the underlying signal processing at the physical layer. In this position paper, we motivate the need to redesign iterative signal processing algorithms by leveraging deep unfolding techniques to fulfill the physical layer requirements for 6G networks. To this end, we begin by presenting the service requirements and the key challenges posed by the envisioned 6G communication architecture. We outline the deficiencies of the traditional algorithmic principles and data-hungry deep learning (DL) approaches in the context of 6G networks. Specifically, deep unfolded signal processing is presented by sketching the interplay between domain knowledge and DL. The deep unfolded approaches reviewed in this article are positioned explicitly in the context of the requirements imposed by the next generation of cellular networks. Finally, this article motivates open research challenges to truly realize hardware-efficient edge intelligence for future 6G networks.&lt;br&gt;
PEMBUATAN GAME PLATFORM ENDLESS RUNNING “Ruiner” BERBASIS WEB

Ruiner is an endless running game with the perspestive of top down. This game use keyboard for pc and virtual button for smartphone. In this game, the character has to run as far as possible, while collecting the collectables and avoiding the monster and obstacles. Ruiner has 3D display and played in website. Ruiner was made using the Unity game engine with c# as programming language. This game has only one arena called endless stage. The purpose of this game is to reach high score as possible. Testing is done by Black Box testing, Alpha testing and Beta testing which was held by 37respondent. The test result shows that Ruiner level difficulty was normal, entertaining and has convinience control so the player can play with ease. Most of the respondent was interested to play the game again.
IMPLEMENTASI OPINION MINING UNTUK PROVIDER INTERNET MENGGUNAKAN METODE NAIVE BAYES.

The development of information technology is growing from year to year. To support the smooth flow of information, there are many internet service providers circulating in Indonesia to support their needs. Some of the largest internet service providers in Indonesia such as Indihome, First media, and Biznet Home definitely have their own advantages and disadvantages.At this time, internet provider providers only accept customer complaints or suggestions through the customer service (CS) call center. Meanwhile, many young Indonesians currently use one of the popular Social Media services, namely Twitter as a user-friendly microblogging service so that users can easily use it, especially in delivering messages in the form of tweets. Therefore, a sentiment analysis program was designed for several internet providers in Indonesia. Opinions or Opinions will be analyzed to determine public sentiment. These sentiments will be classified into 3 sentiments, namely negative, positive, and neutral sentiments. The sentiment classification process can be done manually, but if there is too much data, it requires a system equipped with a classification method, so that the determination of classification can be done quickly. The design of this program applies the Naive Bayes Classifier method. Because this method is supervised learning, it requires training datasets with labels. Labeling will be done automatically using the K-means method. K-Means will sort tweets into groups which are divided into 3 labels. The results of the K-means clustering accuracy are 73.4%. The results of this application are divided into 2 parts, namely a pie chart which is divided into slices that describe the results of the percentage of tweet classifications and a table of classification results containing the number, content of the tweet, and the results of the classification. The best level of accuracy in testing uses 220 training data, and 54 training data. The results of the accuracy of 83.3%.
PEMBUATAN ARCADE GAMES 2D ”BAGOUF” PADA PLATFORM WEB

“BagouF” is a game that consists of 6 minigames with Arcade and Single-player genre. This game can be played on the web platform on any gadget that has browsers. This game is developed with Unity2D and game assets created with Adobe Photoshop. Each minigame has their own unique gameplay. Players can share their highscore to twitter to keep their scores. The game is tested using blackbox testing method, alpha testing by advisors and beta testing with 33 respondents. The responses show that “BagouF” has interesting gameplay and easy to play.
USING ARTIFICIAL INTELLIGENCE ACCELERATORS TO TRAIN COMPUTER GAME CHARACTERS

A review of the literature has shown that today, given the complexity of computational processes and the high cost of these processes, the gaming computer industry needs to improve hardware and software to increase the efficiency and speed of processing artificial intelligence algorithms. An analysis of existing machine learning tools and existing hardware solutions to accelerate artificial intelligence. A reasonable choice of hardware solutions that are most effective for the implementation of the task. Possibilities of practical use of the artificial intelligence accelerator are investigated. The effectiveness of the proposed solutions has been proven by experiments. The use of an artificial intelligence accelerator model allowed to accelerate the learning of a computer game character by 2.14 times compared to classical methods.&#x0D;
KONTRUKSI KULTUR HISTORIS DALAM FOLKLOR NDILKORO DAN IMPLIKASINYA DALAM PEMBELAJARAN BAHASA DAN SASTRA

Folklore is a traditional culture that is owned by a certain group and its distribution is hereditary. Spread from generation to generation shows that there is an oral culture inherited from our ancestors. Folklore as a stand-alone science in Indonesia needs intensive research and development so that the cultural results of our ancestors will not disappear and can be taken advantage of. The method used by researchers in this study is to use qualitative research types that are library research. In this study, researchers collected data using a descriptive form of analysis. Descriptive analysis method is used to describe the facts which are then analyzed. The reason for using this method is because the way this research method works can describe events and objects as historical facts to determine the role of folklore legend Ndhilkoro in Bantur District. While the approach used in this study uses an anthropolinguistic approach based on research on a culture. The focus of research is emphasized in the analysis of: 1) Construction of historical culture in the Ndhilkoro folklore. 2) Study of extrinsicisation of oral literature and its implications in learning Indonesian language and literature. Analysis is done by combining functionalist concepts with the reality of social life. The findings in this study are in the form of Ndhilkoro folklore which contains social values, so that they can be used as teaching materials for the 2013 curriculum for high school grades X in KD 3.7 through KD 3.9 on local wisdom of local folklore.
Breathing commons: Affective and somatic relations between self and others

This paper reports on our ongoing research focusing on cultivating and exploring the topic of what we refer to as breathing commons.We approach breathing as an affective and somatic bodily function that ties the individual with the collective, and through that aim to foster affective commoning among bodies.We present two workshops, one physical and one online, that we have ran amongst our research group on breathing commons.Three themes emerged from the analysis of the workshop activities: a) The body as a membrane, b) feelings of intimacy, vulnerability and awkwardness, and c) mutual engagement and care.These show a path towards engaging with breathing, and potentially with other bodily functions and biodata, aiming to open up the design space of doing affective commoning through bodily functions that act as a connection between bodies -both human and non-human.
Attempting to resist ontological occupation when designing for scale in healthcare

Scholars have recently called out how design is complicit in ontological occupation, where one reality makes other realities non-existent. The perpetuation of ontological occupation is a particular risk when designing for scale in healthcare, as Western healthcare is a recognized carrier of modern universalist practices that threaten local ways of caring. In this research, we draw from science and technology studies and anthropology to inform a research through design study positioned within a collective effort to scaleup decentralized care models in Norway. We analyse five attempts at resisting ontological occupation through design and, by doing so, contribute with lessons for design practice on the practical implications of ontological politics.
Correlation Between Grammar Mastery and Speaking Ability of the Eighth Grade Students of SMP Negeri 15 Palu

The objective of this research is to find out the correlation between Grammar Mastery and Speaking Ability of the eighth grade students of SMP Negeri15 Palu. The population of this research was the eighth grade students of SMP Negeri15 Palu. The sample was 28 students taken by applying random cluster sampling technique. The instruments of this research were the written and oral test. The researcher used the Pearson’s Product Moment Correlation Formula in analyzing the data. The result of both test showed that the was -0.102, degree of freedom (df) 26 (28-2), and was 0.374. In other words was lower than It means that there is a negative correlation between Grammar Mastery and Speaking Ability of the eighth grade students of SMP Negeri 15 Palu.
A tale of a wise city: A speculation on entanglements of non-humans and humans in an urban space.

This paper proposes methods for imagining a future which includes non-human stakeholders.The particular scenario is built on the concept currently known as Smart City.This exploration proposes a speculative fiction of a future where technologies in a Smart City are serving human and non-human citizens.The final outcome is a fictional documentary that illustrates life in the city from the viewpoint of its human citizens.To develop the concept of the city one of the primary challenges was to coordinate the many different scales, from the entire city structure to the interactions between the individual citizens.To address this, I used rhythm as a method.For the resulting prototype, storytelling was chosen as a medium to allow the concept to be articulated on multiple scales.Both, the rhythm, as a method, as well as storing, as a prototype, are methodologies I will present in this paper.I suggest that these methodologies can be seen as tools for helping to reimagine the future of relationships between humans and non-humans.By using this speculative design approach I suggest that we can better reflect on the relationship with non humans in the future.As the last two decades have taught us, Fluid Assemblages have an extreme influence on the human experience.Social media platforms significantly changed the ways in which we interact with each other, from the personal to the political, it has even influenced how we interact with the world around us.That is why it is crucial to start including non-human actors as a variable and a stakeholder in those systems and offer alternatives to the self-destructive, one-way-track of the modern human experience.The aim of this paper is to offer a perspective of how Fluid Assemblages could serve the interests of non-humans or as Ursula K. Le Guin puts it: "...how to put a pig on the tracks."(Guin, 1989).
Correlation Between Reading and Writing on First Semester Students at Informatics Program University of Bina Insan

The objective of this study is to find out whether or not there is any significant correlation between reading and writing skills at Informatics Program University of Bina Insan in Academic Year of 2020/2021. The problem is there any significant correlation between students� reading skill and their writing skill at Informatics Program University of Bina Insan in Academic Year of 2020/2021?. There were two hypotheses in this study, null hypothesis (Ho) is stated that there is no significant correlation between the first students� reading skill and writing skill at Informatics Program University of Bina Insan the Academic Year of 2020/2021 (robtained&lt;rtable) and alternative hypothesis (Ha) is states that there�s significant correlation between the first students� reading and writing skills at Informatics Program University of Bina insan Academic Year of 2020/2021 (robtained&lt;rtable). In this study, descriptive correlation method was used. The population of this study was the first students at Informatics Program University of Bina Insan Academic Year of 2020/2021. The sample of this study was all class which consisted of 34 students. The sampling technique used in this study was total sampling. In order to collect the data, the documentation was used. To analyze the data, the Pearson Product Moment formula was applied. The result of this research was 0.473. While, critical value of rtable was 0.349 at the level of significant 0.05 or 95% in two tailed test. It indicated that there was moderate correlation. The null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted. It means that there was moderate correlation between students� reading and writing skills at Informatics Program University of Bina in Academic Year of 2020/2021.
The Students Difficulties in Comprehending Reading Text at the Eleventh Grade of SMA Negeri 6 Sigi

This research was conducted to find out the students’ difficulties in comprehending English reading narrative text. The subject of the research was the eleventh grade IPA 1 students of SMA Negeri 6 Sigi. The research used descriptive qualitative method. The instruments were test and interview. The test was used to gain data of the students’ difficulties in comprehending reading text. Furthermore, the interview was used to support the data about the students’ difficulties in comprehending reading text. The finding showed that the students’ difficulties are lack of vocabulary, low ability in comprehending narrative text, not have enough understanding about the general structure and types of narrative text, have no interest in English reading text, bored in reading English texts, and difficulties used past tense in narrative text. In other words, the students at the eleventh grade of SMA Negeri 6 Sigi still got difficulties in comprehending reading narrative text.
Correction to: SmartData: An Intelligent Decision Support System to Predict the Readers Permanence in News

In the original version of the book, the following correction has been updated: In Chapter 25, the given and family name for the authors Jessie Caridad Martín Sujo, Elisabet Golobardes i Ribé, Xavier Vilasís Cardona, Virginia Jiménez Ruano, Javier Villasmil López now been correctly identified and updated. The book and the chapter have been updated with the change.
Dextromethorphan Drug Abuse Against Adolescent Learning Concentration: Literature Review

Background: Dextromethorphan is often misused with excessive doses so that it gives a euphoric effect, a sense of calm, visual and auditory hallucinations. In fact, if taken in the recommended dosage, these pills are useful for suppressing coughs (antitussive) and phlegm-busting. However, it is often misused as a drug pill, because if you take too much, at least 10 pills at a time, it can cause nervous system depression that can become addictive. This study aimed to explore the abuse of the dextromethorphan class of drugs on adolescent learning concentration. Method: the researcher used a literature review design. The method used in the literature review is through a systematic approach to analyze data in a simplified approach. The keywords in this study are dextromethorphan drug abuse and concentration in learning. Results: Dextromethorphan is often misused with excessive doses so that it gives a euphoric effect, a sense of calm, visual and auditory hallucinations. Dextromethorphan intoxication or overdose can cause hyperexcitability, fatigue, sweating, slurred speech, hypertension, and can cause respiratory depression. Conclusion: Dextromethorphan drug abuse is associated with tolerance, addiction or addiction problems which can then develop into drug dependence (drug dependence). Students who experience deviant behavior in the form of drug abuse of the dextromethorphan class will experience impaired concentration while studying.
Digital culture in the context of the attributive approach

Digital culture in the context of the attributive approach]It is studied the phenomenon of digital culture in the context of the attributive approach.Digital culture is the basic concept of digital humanities.It is considered the main approaches to the definition of digital culture, developed to date in digital humanities, medial and phenomenological, and also dis tinguish the third approach -attributive.Within the framework of the attributive approach, it is de scribed digital culture in contrast to the culture of the printed book.New ways of producing media con tent define the main attributes of digital culture, such as prosumerism, post-truth, visualization, meme tization, hyper-and intertextuality, virality, etc.The main attribute of digital culture is the media text and the formed new practices of its reading and perception.The basic characteristics of the media text of digital culture are incompleteness, discreteness, as well as the possibility of its joint reproduction by the author and the reader in the digital environment.
Philosophy and pedagogy as complementary forms of discourse and strategies of education development

Philosophy and pedagogy as complementary forms of discourse and strategies of education development
Technology to support the independent work of students in the conditions of informatization of professional education

Technology to support the independent work of students in the conditions of informatization of
&amp;quot;Poshlost&amp;quot; and the digital culture of the post-humanity

Poshlost" and the digital culture of the post-humanity
Utilization of Android-Based ToSM (Test of Second Mathematics) Instrument for Mapping Intuitive Basic Calculation Competencies (IBCC) in Students

This research aims to find out the usefulness of an android-based ToSM (test of second mathematics) instrument for mapping the competency of intuitive basic calculation (CIBC) in students. ToSM (Test of Second Mathematics) is the standard instrument of Mathematics Seconds to measure IBCC (Intuitive Basic Calculation Competencies). ToSM only covers arithmetic operations (addition, subtraction, multiplication, and division), most essential. ToSM measures the number of operation counts per minute (OPM), time per operation category completion. The method used in writing review literature begins with the selection of topics. It then determines the keywords for the search for journals so that several journals are selected to be analyzed. Searches for the journal through google scholar are limited from 2015 to 2021.&#x0D; Meanwhile, the keyword used is "ToSM Seconds Mathematics." This research was conducted by reviewing journals or literature related to this study plus statistical data and scientific works related to ToSM, which the Center for The Development of Mathematics Seconds (CDMS) team updates. Mapping essential calculation competencies among students are no less critical because ToSM has other uses, namely as an instrument to train concentration and resilience in learning.