Reviewerly/exHarmony huggingface dataset:
Designing a Metaverse for an Immersive Learning Experience

This paper shares preliminary findings of a pilot project to study the potential of the metaverse as an option for course delivery in an immersive learning environment. As part of a first-year seminar course on the metaverse, the authors identified and applied design principles for building an effective immersive learning space to create a virtual space that mirrored a popular campus technology learning center. After learning about the metaverse throughout the course, students attended a class session online to experience this virtual environment, and then reflected on their own interest in and perceived value of immersive learning spaces. Results from a student survey suggest that while students are skeptical about their own continued involvement with the metaverse after the course is over, many recognize potential of the metaverse as a social platform that fosters engagement and collaboration.
Pengembangan Aplikasi Manajemen Peserta Penerima Program Keluarga Harapan Pada Dinas Sosial Kota Banjarbaru

The Banjarbaru City Social Service Office handles and processes data on the Family Hope Program (PKH) located in the Banjarbaru City area. need an aplication that manages data that determines which participants deserve assistance and the need for a system that can provide data that can reach PKH assistance. From the existing problems, it was analyzed and designed an management application for PKH recipients at the Banjarbaru City Social Service, which was built using the waterfall method, with stages including system requirements analysis and ongoing system analysis, design or design using the UML method, interface design, writing program code, testing, and implementation stages. This system produces an management application for PKH recipients at the Banjarbaru City Social Service. Forming neatly stored documentation and performance power in information systems. Documented data is stored neatly in a form database so that it is easy to find when needed.
Mathematics in Economic and Business Science: how to reach the top without a pathway

The level of mathematical knowledge with which students enter Economics and Business Administration Degrees varies according to the Baccalaureate pathway taken. The Zone of Real Development of students coming from the Social Sciences Baccalaureate differs from the Necessary Zone of Real Development for the correct acquisition of academic competences, which is close to that developed in the Scientific-Technological pathway. In order to characterise the existing mathematical deficit, a quantitative and perceptive analysis of the mathematical deficiencies of new students in those Degrees coming from the Social Sciences pathway is proposed. The results allow the identification of various areas where training deficiencies exist, which are corroborated by the students' perception. To solve them, the creation of a virtual platform that identifies, in a personalised way, the deficiencies of each student is proposed. Through guided gamification, the complementary course would allow students to reach the Necessary Real Development Zone before starting University.
Penerapan Sistem Informasi Persuratan Dengan Legalisasi Digital Signature Di Universitas Pendidikan Indonesia

Correspondence is a routine work within an organization. Indonesia University of Education, a university located in Bandung, also carries out correspondence activities to support the administrative process. Indonesia University of Education issued the letters manually so far so the distribution takes time. Moreover, in drafting process, the form and format of the letters are often not uniform. Therefore, this information system was established to manage the correspondence process by using digital signatures certified by the Electronic Certification Center (BSrE)-National Cyber and Crypto Agency (BSSN) to secure electronic documents. In addition, the system will help to manage outgoing letters, incoming letters, and dispositions. This system is expected to assist in the issuance of electronic letters and can simplify the bureaucratic procedures within the Indonesia University of Education.
Game Online: Ancaman ‘Candu Digital’

The internet as a product of the development of information technology, brings major changes in human life. The internet provides convenience to various aspects of life, ranging from information, education, economy and business, to entertainment. Entertainment provided through internet services also varies, ranging from reading books, video shows, movies and dramas, to online games. Development development is a process to develop a new product or improve an existing product, which can be accounted for. The game that was first created by Steve Russell and his friends was named Spacewar. This game was created using a mainframe computer named MIT PDP-1 in 1961. As for the Playstation (PS), it only appeared in 2000. Until now PS is still often used, but along with technological developments, online games are increasingly in demand and popular in Indonesian society. Online games as a product derived from the internet have brought major changes to the entertainment trend of the current generation. As interactive entertainment, online games are able to attract many internet users to enjoy them as a means of entertainment. Unfortunately, many online game users are complacent to the end of addiction.
MENINGKATKAN KETERAMPILAN DAN HASIL BELAJAR SISWA KELAS XII MIPA-3 PADA MATERI KRITIK SASTRA DAN ESAI MELALUI MODEL PEMBELAJARAN THINK-PAIR-SHARE (TPS) BERBANTUKAN MEDIA AUDIO VISUAL DI SMA NEGERI 1 KEMBANG TANJONG

The objectives of this classroom action research are: (1) to describe the quality of the learning process of writing literary criticism and essay skills through the Think-Pair-Share learning model with audio-visual media for the XII MIPA-3 class students of SMA Negeri 1 Kembang Tanjong; (2) describe the improvement of literary criticism and essay writing skills for class XII MIPA-3 SMA Negeri 1 Kembang Tanjong after learning to listen through the Think-Pair-Share learning model with audio-visual media; and (3) describe changes in learning behavior of students in class XII MIPA-3 SMA Negeri 1 Kembang Tanjong in learning literary criticism and essay writing skills through the Think-Pair-Share learning model with audio-visual media. This study uses a classroom action research design. This classroom action research was carried out in two cycles, namely cycle I and cycle II. Each cycle consists of planning, action, observation, and reflection. The subject of this research is literary criticism and essay writing skills for class XII MIPA-3 SMA Negeri 1 Kembang Tanjong. The results showed an increase in the learning process for listening to short stories through the Think-Pair-Share learning model with audio-visual media. In the first cycle, the students' average score was 75.83 in the sufficient category. The average value in the first cycle has not reached the limit of completeness that has been set by the researcher, which is 75 for each student, so the second cycle is carried out. After the second cycle of action was carried out, the average score of students increased by 86 in the good category. After the formative test was carried out, the results obtained in Cycle I of 30 students who completed 18 students or 60% and those who did not complete there were 12 students or 40%. While in Cycle II of 30 students there were 29 students or 96.6% who completed, and 1 student or 3.3% who did not complete. The behavior of class XII MIPA-3 students of SMA Negeri 1 Kembang Tanjong in learning through the Think-Pair-Share learning model with audio-visual media has changed in a positive direction. In the first cycle of learning, it is known that students have not been active during learning. In the second cycle of learning the students experienced a change in a more positive direction. Students become serious in paying attention to the teacher's explanation so that students can work on the questions easily.Keywords: skills and learning outcomes, Think-Pair-Share model, audiovisual media
Analysis of Driving and Inhibiting Factors of Literacy Activities in MIN 4 Sukoharjo

Literacy activities are important for students because they can improve critical thinking skills, creativity, and other thinking skills. The GLS program was established to help improve student literacy activities in schools. This study aims to determine the driving and inhibiting factors of literacy activities in MIN 4 Sukoharjo. This research uses a qualitative approach. The subjects in this study were teachers. In comparison, the informants in this study were the principal and students. Data is collected through observation, interview and documentation techniques using observation sheet instruments and interview guidelines. Data analysis techniques carried out include four stages, namely the stages of data collection, data reduction, data presentation, and conclusions. The study results show that the success of implementing literacy activities is influenced by supporting factors from schools, students, parents and the role of teachers as facilitators of literacy activities in schools. Inhibiting factors that affect the implementation of literacy activities come from students' lack of awareness to implement literacy activities, the availability of facilities in schools, the lack of teachers' ability to implement good and correct literacy activities, and the lack of cooperation between schools and parents
Pengaruh Media Komik dan Poster pada Penyuluhan Gizi terhadap Pengetahuan Gizi Seimbang Anak Panti Asuhan

Multiple nutritional issues are currently facing school-age children, namely undernutrition and overnutrition induced by poor awareness of healthy nutrition guidelines. The research objective was to assess the effectiveness of the use of comic book media on the healthy nutritional awareness of children relative to poster media. This research style is a quasi-experimental design with a control pre-post examination. The research site, conducted in October 2020, was located in 2 orphanages in Ambon Region. The subjects were orphanage children with an age span of 7-17 years, with a total of 60 individuals. In healthy nutrition therapy. Children's awareness was assessed by a questionnaire at the beginning of the research. On the second day of the study, care was provided in the form of healthy nutrition therapy, divided into two classes, namely the comic group and the poster group. The paired sample t-test and separate t-test samples were used for data analysis. The findings showed that the creation of healthy nutrition awareness in the intervention and control group study subjects caused a substantial difference in the comic and poster media (p&lt;0.05). There is a significant effect of increasing knowledge of balanced nutrition in orphanage children before and after being given comics and poster media.
Research on the Properties of Rights Related to Online Accounts

Account-based virtual property (or “network account”) is a new type of property born in the digital age. By registering, users sign a service contract with an operator to obtain an exclusive account. Regarding the properties of their related rights, our laws are not clear, so they are prone to legal disputes. It was found that these rights are claims arising from service contracts, but they have the characteristics of property rights. This is the same as the theory of “materialization of claims”, which is contrary to the theory of dichotomy of property and debt. Therefore, if we take the “materialization of claims” of leasing rights as a reference, we can analyze the properties of rights related to network accounts and interpret some real problems with the conclusion.
Enhancing Students’ Writing Skill Through the Use of Peer-Editing Technique

This study aims to solve the problems found in students’ writing especially the errors in the use of authorial and secretarial aspects to the 11th grade students from OTKP major SMK Negeri 1 Teluk Keramat in the academic year 2021/2022. Using Classroom Action Research (CAR), this study tried to improve students’ writing skill of personal letter by the use of the peer-editing technique. The participants of this research were the 11th grade students of Otomatisasi dan Tata Kelola Perkantoran (OTKP) major. The data were collected through observation and documentation. The data were analyst using quantitative and thematic analysist technique. The results showed that the use of the peer-editing technique successfully improved students’ writings skill of personal letter. It was found through the process of using the peer-editing technique, students were likely to give various types of comments and suggestions in the text structure, grammar, vocabulary, punctuation, and spelling. The improvement of students’ writing results occurred in both authorial (text structure, grammar, vocabulary) and secretarial (punctuation, spelling) aspects. Therefore, this classroom action research was successful. Students’ writing skill was improved gradually by the use of the peer-editing technique.
Analysis on Vocabulary Learning Strategies (VLS) Used by Junior High School Students

This research identifies the vocabulary learning strategies used by junior high school students. The participants were 103 students from the ninth grade of SMP Negeri 2 Semparuk in the academic year 2020/2021. The data were derived from an open-ended questionnaire which consisted of 5 questions using qualitative analysis, and a close-ended questionnaire consisting of 20 items using descriptive statistics. There were four strategies covered in the questionnaire: metacognitive, cognitive, memory, and activation strategies. Based on the data collected, some students shared their experiences of learning vocabulary daily. They only focused on finding the strategies that will support their learning of English vocabulary by translating, memorizing, taking notes, and highlighting the words that they are going to learn for the next day. They also practiced making sentences using the words they have found. The result also showed that the most frequently used strategies by the ninth-grade students of SMP Negeri 2 Semparuk are activation strategies (M=2.52), then respectively followed by cognitive strategies (M=2.16), memory strategies (M=2.14), and metacognitive strategies (M=2.05).
COMPARATIVE ANALYSIS OF SOFTWARE DEVELOPMENT SYSTEMS BASED ON FRAMEWORKS

The article provides a comparative analysis of web frameworks based on the Python programming language. The right choice of a software development tool will allow developers to speed up the process of designing and software implementation of web resources. With the development of programming languages, solutions have begun to appear that make it easier for programmers to create web applications. In recent years, many tools of this type have been developed, including web frameworks. Some of them are used to develop small web applications, and other frameworks are used to create large-scale systems. The existing web frameworks differ from each other, but choosing them can be a difficult task for a programmer. Therefore, it is necessary to specify several parameters that are common to frameworks, according to which the desired web framework should be selected. The selected criteria make it possible to evaluate the frameworks more qualitatively and more objectively and speed up the process of design and software implementation of web resources. Due to the high demand for web applications, developers need to develop cost-effective, secure and well-coded web applications. Analyzing the Django framework, it can be argued that it is the most popular for web development, written in the Python programming language and using the MVC architecture. It is ideal for application projects with limited time and a small budget. If the application is not very voluminous and only simple URL routing and templates with a simple context are needed, then the Flask framework can be used instead of Django. The framework for building a Flask application in the resulting HTML files contains additional tags and scripts. The mechanism of work of processing forms also works differently. Flask stores more information about form fields on pages. The size of HTML files created using the Flask framework turns out to be significantly larger.
POSITIONING OF THE ARCHIVE IN THE INTERNET SPACE (USING THE EXAMPLE OF THE OFFICIAL PAGES OF THE UNITED STATE ARCHIVE OF THE ORENBURG REGION IN SOCIAL NETWORKS)

The article highlights the activities of the archive to popularize retrospective information in the Internet space on the example of the official accounts of the institution in social networks. The author comes to the conclusion that maintaining archives of pages in social networks contributes to the expansion of the target audience of the archive, makes historical sources available to anyone and contributes to the formation of a positive image of the organization in society.
Exploring the Capabilities of Quantum Support Vector Machines for Image Classification on the MNIST Benchmark

Quantum computing is a rapidly growing field of science with many potential applications. One such field is machine learning applied in many areas of science and industry. Machine learning approaches can be enhanced using quantum algorithms and work effectively, as demonstrated in this paper. We present our experimental attempts to explore Quantum Support Vector Machine (QSVM) capabilities and test their performance on the collected well-known images of handwritten digits for image classification called the MNIST benchmark. A variational quantum circuit was adopted to build the quantum kernel matrix and successfully applied to the classical SVM algorithm. The proposed model obtained relatively high accuracy, up to 99%, tested on noiseless quantum simulators. Finally, we performed computational experiments on real and recently setup IBM Quantum systems and achieved promising results of around 80% accuracy, demonstrating and discussing the QSVM applicability and possible future improvements.
A Grey Correlation Assessment Method for English Interpretation Teaching Incorporating Multivariate Analysis Ideas

In order to improve the effect of sports strategy formulation, this paper combines artificial intelligence assisted agile Internet of Things to conduct research on sports simulation scheme, and builds an intelligent sports simulation system.The sports simulation model designed in this paper can change the mechanism parameters according to the actual situation of the moving object, establish the fixed coordinate system and local coordinate system of the parallel platform model, and establish the mathematical model of the parallel platform.Moreover, according to the principle of vector closure, the inverse kinematics position solution is analyzed, and the inverse kinematic velocity solution is derived by using the equation of the inverse position solution.The experimental research results show that the sports simulation system based on artificial intelligence-assisted agile Internet of Things proposed in this paper has a good performance in sports simulation.
A Novel Method for Human MRI Based Pancreatic Cancer Prediction Using Integration of Harris Hawks Varients &amp; VGG16: A Deep Learning Approach

An extremely malignant tumor of the digestive system is the hallmark of Pancreatic Cancer (PC). Early diagnosis, as well as successful treatment, is difficult to achieve. As the death rate is increasing at a rapid rate (47,050 out of 57650 cases), it is of utmost importance for medical experts to diagnose PC at earlier stages. The application of Deep Learning (DL) techniques in the medical field has revolutionized so much in this era of technological advancement. An analysis of clinical proteomic tumor data provided by the Clinical Proteome Tumor Analysis Consortium Pancreatic Ductal Adenocarcinoma (CPTAC-PDA) at the National Cancer Institute was used to demonstrate an innovative deep learning approach in this study. This includes: a) collection of data b) preprocessed using CLAHE and BADF techniques for noise removal and image enhancement, c) segmentation using UNet++ for segmenting regions of interest of cancer. Once these are segmented, d) feature extraction using HHO based CNN and e) feature selection using HHO based BOVW for extracting and selecting features from the images. Finally, these are subject to the f) classification stage for better analysis using the VGG16 network. Experimental results are carried out using various state-of-art models over various measures in which the proposed model outperforms with better accuracy: 0.96, sensitivity: 0.97, specificity: 0.98, detection rate: 0.95.
Categorical Feature Encoding Techniques for Improved Classifier Performance when Dealing with Imbalanced Data of Fraudulent Transactions

Fraudulent transaction data tend to have several categorical features with high cardinality. It makes data preprocessing complicated if categories in such features do not have an order or meaningful mapping to numerical values. Even though many encoding techniques exist, their impact on highly imbalanced massive data sets is not thoroughly evaluated.&#x0D; Two transaction datasets with an imbalance lower than 1\% of frauds have been used in our study. Six encoding methods were employed, which belong to either target-agnostic or target-based groups. The experimental procedure has involved the use of several machine-learning techniques, such as ensemble learning, along with both linear and non-linear learning approaches.&#x0D; Our study emphasizes the significance of carefully selecting an appropriate encoding approach for imbalanced datasets and machine learning algorithms. Using target-based encoding techniques can enhance model performance significantly. Among the various encoding methods assessed, the James-Stein and Weight of Evidence (WOE) encoders were the most effective, whereas the CatBoost encoder may not be optimal for imbalanced datasets. Moreover, it is crucial to bear in mind the curse of dimensionality when employing encoding techniques like hashing and One-Hot encoding.
SVFI: Spiking-Based Video Frame Interpolation for High-Speed Motion

Occlusion and motion blur make it challenging to interpolate video frame, since estimating complex motions between two frames is hard and unreliable, especially in highly dynamic scenes. This paper aims to address these issues by exploiting spike stream as auxiliary visual information between frames to synthesize target frames. Instead of estimating motions by optical flow from RGB frames, we present a new dual-modal pipeline adopting both RGB frames and the corresponding spike stream as inputs (SVFI). It extracts the scene structure and objects' outline feature maps of the target frames from spike stream. Those feature maps are fused with the color and texture feature maps extracted from RGB frames to synthesize target frames. Benefited by the spike stream that contains consecutive information between two frames, SVFI can directly extract the information in occlusion and motion blur areas of target frames from spike stream, thus it is more robust than previous optical flow-based methods. Experiments show SVFI outperforms the SOTA methods on wide variety of datasets. For instance, in 7 and 15 frame skip evaluations, it shows up to 5.58 dB and 6.56 dB improvements in terms of PSNR over the corresponding second best methods BMBC and DAIN. SVFI also shows visually impressive performance in real-world scenes.