Reviewerly/exHarmony huggingface dataset:
SSH-DAuth: secret sharing based decentralized OAuth using decentralized identifier

Abstract OAuth2.0 is a Single Sign-On approach that helps to authorize users to log into multiple applications without re-entering the credentials. Here, the OAuth service provider controls the central repository where data is stored, which may lead to third-party fraud and identity theft. To circumvent this problem, we need a distributed framework to authenticate and authorize the user without third-party involvement. This paper proposes a distributed authentication and authorization framework using a secret-sharing mechanism that comprises a blockchain-based decentralized identifier and a private distributed storage via an interplanetary file system. We implemented our proposed framework in Hyperledger Fabric (permissioned blockchain) and Ethereum TestNet (permissionless blockchain). Our performance analysis indicates that secret sharing-based authentication takes negligible time for generation and a combination of shares for verification. Moreover, security analysis shows that our model is robust, end-to-end secure, and compliant with the Universal Composability Framework.
Pelatihan Self Improvement dalam Meningkatkan Kreatifitas Room Management Santri

There needs to be persuasive efforts so that students, especially female students in the Al-Hasyimiyah area, can become moral, innovative and creative students, especially creative in terms of room management. In its implementation, this service is carried out by involving santri, especially female students with santri status in the Al-Hasyimiyah area, to be trained on how to develop creative ideas in managing rooms properly and correctly so that a safe and comfortable room to live in will be created. This training is carried out through the stages of presenting material, self-improvement training, demonstration or room management practice and trials. Based on the results of the training carried out, it can be concluded that the implementation of the self-improvement training in increasing the creativity of the students' room management above involves taking four main stages, namely the preparation stage, providing training, trial (direct practice) and evaluation. In terms of motivation, dormitory administrators are able to provide stimulants to fellow administrators and students to work together to manage a dormitory that is safe and comfortable for all. Effective communication is a necessity to mobilize other administrators and students to work together to form a conducive dormitory.
DATA MINING MEMPREDIKSI KELULUSAN MAHASISWA MENGGUNAKAN METODE K-NEAREST NEIGHBORS (KNN) STUDI KASUS UNIVERSITAS PGRI MAHADEWA INDONESIA

Graduation is a significant milestone in education, and it is a crucial assessment factor for ensuring higher education accreditation. The K-Nearest Neighbor (KNN) algorithm classifies objects based on learning data, with a minimum and maximum number of training datasets. The algorithm normalizes patterns, calculates Euclidean distance, votes from the smallest euclidean distance, and determines the classification results. The Student Graduation Prediction Model uses the KNN method to help assess students' graduation accuracy and accreditation.
Latency-Aware Semi-Synchronous Client Selection and Model Aggregation for Wireless Federated Learning

Federated learning (FL) is a collaborative machine-learning (ML) framework particularly suited for ML models requiring numerous training samples, such as Convolutional Neural Networks (CNNs), Recurrent Neural Networks (RNNs), and Random Forest, in the context of various applications, e.g., next-word prediction and eHealth. FL involves various clients participating in the training process by uploading their local models to an FL server in each global iteration. The server aggregates these models to update a global model. The traditional FL process may encounter bottlenecks, known as the straggler problem, where slower clients delay the overall training time. This paper introduces the Latency-awarE Semi-synchronous client Selection and mOdel aggregation for federated learNing (LESSON) method. LESSON allows clients to participate at different frequencies: faster clients contribute more frequently, therefore mitigating the straggler problem and expediting convergence. Moreover, LESSON provides a tunable trade-off between model accuracy and convergence rate by setting varying deadlines. Simulation results show that LESSON outperforms two baseline methods, namely FedAvg and FedCS, in terms of convergence speed and maintains higher model accuracy compared to FedCS.
Comparing Usability of Augmented Reality and Virtual Reality for Creating Virtual Bounding Boxes of Real Objects

This study conducts a comparative analysis of user experiences of Augmented Reality (AR) and Virtual Reality (VR) headsets during an interactive semantic mapping task. This task entails the placement of virtual objects onto real-world counterparts. Our investigation focuses on discerning the distinctive features of each headset and their respective advantages within a semantic mapping context. The experiment employs a user interface enabling the creation, manipulation, and labeling of virtual 3D holograms. To ensure parity between the headsets, the VR headset mimics AR by relaying its camera feed to the user. A comprehensive user study, encompassing 12 participants tasked with mapping six tabletop objects, compares interface usability and performance between the headsets. The study participants’ evaluations highlight that the VR headset offers enhanced user-friendliness and responsiveness compared to the AR headset. Nonetheless, the AR headset excels in augmenting environmental perception and interpretation, surpassing VR in this aspect. Consequently, the study underscores that current handheld motion controllers for interacting with virtual environments outperform existing hand gesture interfaces. Furthermore, it suggests potential improvements for VR devices, including an upgraded camera feed integration. Significantly, this experiment unveils the feasibility of leveraging VR headsets for AR applications without compromising user experience. However, it also points to the necessity of future research addressing prolonged usage scenarios for both types of headsets in various interactive tasks.
Deep Reinforcement Learning-Based Approach for Video Streaming: Dynamic Adaptive Video Streaming over HTTP

Dynamic adaptive video streaming over HTTP (DASH) plays a crucial role in delivering video across networks. Traditional adaptive bitrate (ABR) algorithms adjust video segment quality based on network conditions and buffer occupancy. However, these algorithms rely on fixed rules, making it challenging to achieve optimal decisions considering the overall context. In this paper, we propose a novel deep-reinforcement-learning-based approach for DASH streaming, with the primary focus of maintaining consistent perceived video quality throughout the streaming session to enhance user experience. Our approach optimizes quality of experience (QoE) by dynamically controlling the quality distance factor between consecutive video segments. We evaluate our approach through a comprehensive simulation model encompassing diverse wireless network environments and various video sequences. We also conduct a comparative analysis with state-of-the-art methods. The experimental results demonstrate significant improvements in QoE, ensuring users enjoy stable, high-quality video streaming sessions.
Archives Management System in the General Subdivision of the Regional Education Office of North Sulawesi Province

This study aims to describe the filling management system in the general sub-section of the regional education office in North Sulawesi Province. This study uses a qualitative approach, with data collection techniques through observation, interviews, and documentation. The data obtained were analyzed by descriptive qualitative. The data source are the head of the General Sub-Division, employees and archive managers in the General Sub-Division at the Regional Education Office of North Sulawesi Province. The research results show that: 1). Archive storage procedures are not in accordance with the standards set in the law. Standard Operating Procedures (SOP) are ignored. To the knowledge of the Head of the existing Service they made everything in a structured way so that it is currently being tested. 2). Human Resources. There is no archivist or someone who has competence in the field of archiving, as a result the archives are not stored properly. 3). Facilities and infrastructure. Facilities and infrastructure as one of the requirements in the filing system/archive storage are inadequate. The existence of abandoned and unkempt facilities and infrastructure causes the management and storage of documents not up to standard. 4). Supervision and Control. Lack of supervision from the leadership makes the filing and storage management system not good, not organized. And the administration of archives is not in accordance with archival rules and standards.
The Impact of School Operational Assistance Funds on Students' Performance in Jakarta

This study explores the impact of School Operational Assistance (BOS) funds on school performance in DKI Jakarta province, Indonesia. The research focuses on schools ranked in the top 1000 in the Computer Based Writing Examination (UTBK) in 2021 and 2022. BOS funds are distributed by the Ministry of Education and Culture to provide non-personnel costs for educational units and are expected to enhance the quality of education. Using correlation analysis, the study found that in 2021, there was no significant difference in school performance between schools that received or did not receive BOS funds. However, in 2022, the research reveals that the number of students who received BOS funds can predict the UTBK score, indicating that BOS funds do impact school performance. The study concludes that the distribution of BOS funds has a positive impact on school quality, but it requires accountability, transparency, stakeholder involvement, and clarity of rules to be successful.
Identification Liangan Site: Archeological Predictive Modeling

This research was conducted in Liangan Site, an archeological Hindu temple site situated on the eastern slope of Mt. Sundoro, Temanggung District. The discovery of Liangan Site was in the area of sand mining. This research’s interest is trying to disclose of the spatial component of the site that are important to the history, science and culture. The objectives of this research: Mapping the width of Liangan Site that still has the potential to contain of archaeological artifacts. The method that used for this research analyze the distribution of archaeological remains at the Liangan Site with the scoring method through field surveys. While cultural resource management is done by knowing the predictions of the length area of the site using Archaeological Predictive Modeling. Results from this research include the entire potential zone that contains archaeological remains at the site of 20,71 ha. The zone sensitivity archaeological remains are divided into zones of high sensitivity (3.007 ha), medium sensitivity zones (4.369 ha) and low sensitivity zones (13.34 ha).
Improving Speech Skills Through The Story Method for Class VII Students of SMP Negeri 3 Merauke

The study was conducted from August until September 2020 with the aim of improving speaking skills through the storytelling method of grade VII students of SMP Negeri 3 Merauke, which amounted to 17 students. This study uses a class-action research design. Data collection is done with observations, tests, and documentation. The data is analyzed descriptively and qualitatively. The results showed that the application of storytelling methods can improve students' speaking skills. The improvement of speaking skills can be seen in storytelling activities in learning that have fulfilled the minimum learning completion is 71. The results of the study obtained in the speaking skills of students in pre-cyclical who achieved completion only 7 people (41.8%). In the following learning, the storytelling method is demonstrated by the teacher. The yield of completion was seen to increase in cycle I, which reached 10 people (58.9%). In cycle II, there was an increase in completion to 15 people (88.24%). Thus, the application of the storytelling method can improve the speaking skills of grade VII students of SMP Negeri 3 Merauke.
Efforts to Improve Reading Ability Through Literacy Learning (Studies on Students at the Catholic Elementary School of ST. Vincentius Noongan)

The goal of this research was to discover how teaching literacy might improve the reading abilities of Class IV pupils at St.Vincentius Noongan Catholic Elementary School. We can increase kids' comprehension of reading texts and help them read correctly through literacy learning. The sort of study that will be employed is class action research (CAR). Classroom action research is carried out in order to solve issues and enhance teaching quality. Teachers do a sort of study known as classroom action research to solve issues in their classrooms. The goal of this study is to present a summary of the advancement of students' reading outcomes through literacy learning for students in St. Catholic Elementary School's class IV. Noongan, Vincentius. This classroom action research (CAR) includes four processes: preparation, activity, observation, and reflection. The findings of this study demonstrate the importance of the teacher's involvement in enhancing literacy learning for children so that they can accurately interpret the text, as well as the role of parents of kids after school. pupils' parents must also assess what their children may learn at school, such as the assignments assigned by the instructor, so that pupils always have parental support for the necessity of solid reading abilities.
The Effects of Game Simulation Implementation on Economics Concept Understanding

Education in the 21st century integrates literacy skill, knowledge, life skills, attitudes and mastery of ICT. These skills can be developed by using learning methods, one of which is game simulation. This study was intended to analyze whether game simulation methods can improve students' conceptual understanding. This study employed a quasi-experimental with non-equivalent control group design. The samples were selected using a purposive sampling method. In this study, class X.IPS.1 was obtained to be the experimental group with a total of 30 people. The data were collected by using tests. Then, they were processed by using SPSS Version 25 software. The result indicated that the hypothesis testing was accepted which implied that there were differences in students’ ability to understand Economics concepts after using the game simulation method. It was concluded that there were differences in students' conceptual understanding abilities before and after using the game simulation method. Therefore, this study was expected to be used as an alternative for Economics learning to construct a more meaningful atmosphere for students.
How reasons for entering higher education shape academic and extra-curricular engagement: the case of Russian highly selective universities

Student engagement is a widely used approach for evaluation of the quality of higher education in many countries, because it is considered as a proxy for student learning and academic outcomes, especially when direct measures are unavailable. Pre-college characteristics can affect student engagement and should be taken into account when this approach is employed. However, little is known about how such pre-college characteristics, like reasons to enter higher education, affect student engagement at university. The article is aimed to explore the links between reasons for university enrolment and two types of academic engagement (class engagement and disengagement), and two types of extra-curricular engagement (organisational work and research engagement). The data of an undergraduate survey conducted at eight highly selective Russian universities (n = 4926) is utilised. Our research found that reasons related to job placement and becoming a professional positively correlate with a student’s commitment to academic work, while extracurricular engagement is associated with intrinsic motives, social reasons, and desire for career promotion. Educational policy for enhancing student engagement should meet the students’ diverse goals at university and provide them with the intrinsic value of extracurricular experience, particularly when curricular activities are limited to preparation for narrow specialisation.
Pengaruh Penggunaan Media Filtrasi Terhadap Kualitas Air Sumur Gali di Kota Sorong

Sorong City is a city in Southwest Papua Province, with an area of 1,105 km2. The need for clean water is not directly proportional to the mapping of clean water services provided by the government so far it has not reached 30% of the total population in the Sorong City Region. The aims of the study were to analyze the existing water quality in Sorong City, to analyze the effect of the filter media on the planned filtration device on the water quality of the research sample, and to analyze the cost of the planned filtration device. The method used is a qualitative method that is carried out is the monitoring and interpretation of water quality data including physical and chemical quality. Observations of water from dug wells in the City of Sorong have the quality or nature of water that smells, has a salty taste, and is slightly brown in color. Of the 3 samples analyzed according to the existing location, only 2 samples were quality standards, the effect of the filtration media on water quality from 3 samples. Filtration equipment with filtration media 1 has an average per parameter of sample 1 of 25.78%, sample 2 of 36.59%, and sample 3 of 21.86%. The filtration device with 2 filtration media has an average sample 1 of 34.24%, sample 2 of 49.51%, and sample 3 of 25.44%. The filtration device with 3 filtration media has an average sample 1 of 22.32%, sample 2 of 30.6%, and sample 3 of 20.87%. and the cost of making a filtration device with filtration media 1 is IDR 300,000.00, filtration media 2 is IDR 295,000.00, filtration media 3 is IDR 290,000.00. The recommended filtration device is one that uses 2 filtration media.
Digital Entanglement: Thinking With and About Digital Artifacts

Object-oriented cognition suggests that human thinking and perception are largely based on our interactions with objects in the world, and that our ability to recognise objects and understand their properties is fundamental to how we make sense of the world. Similarly, Enactivism emphasises the role of bodily interactions and experiences in shaping our cognitive processes, from imagining or remembering to scientific models that help advance our understanding of the world. However, the ubiquitous presence of digital technologies in our daily life implies that the nature and properties of artifacts as a means of directing cognition are impacted by a redefinition of the material properties of those artifacts. Digital Ontophany (Vial, 2018, 2019) argues that technologies generate cyclical changes in the way we perceive things (ontophanic shifts). These shifts affect our phenomenological experience of the world and have the power to change our idea of what is possible. Through a mix of micro-phenomenology and micro-ethnography, this research collects first-person accounts of the experience of learning with digital devices in a secondary school in Aotearoa New Zealand, as a way to shine light onto the black-boxed assemblage of learners and devices. The main aims of this presentation are to introduce a comprehensive literature review that supports this research and to discuss the initial findings, which indicate the emergence of a new dynamic of digital artifactuality that materialises new conditions of possibility and a redefinition of embodied dexterity.
The Design of Triple Store and Query Processing on GPU for Large Scale Resource Description Framework Data

The Resource Description Framework (RDF) is commonly used as a standard for data interchange on the web. Due to the current big data era, its size is prone to increase drastically. In order to speed up the large RDF data query, we propose a novel RDF data representation along with the RDF query algorithm utilizing GPU processing. We also present the representation that is suitable for RDF data and GPU processing, the indexing approach, the querying process in the GPU and other techniques that increase the efficiency such as pre-upload filtering, ID assignment by using the term similarity of term vector, and dimensional reduction to transform back to term ID. The experiments show that the developed framework utilizes the storage only 1/6 of the original one and can reduce the querying time. The speedup obtained can be up to 29.57 when compared with the RDF-3X system and 45.23 when compared to using gStore, a graph data store.
Design and Implementation of Computer Information Security Management System in Colleges and Universities

Entering a new era, in order to ensure that universities can effectively respond to information security challenges in the digital age, protect sensitive data and information assets, and provide reliable support and guarantees for education, research, and administrative work, universities need to continuously strengthen information security awareness, take practical and feasible measures, actively establish a sound information security management system, in order to cope with future information security challenges and ensure that university information security is fully protected.
Wearable Basketball Dribbling Gesture Detection Method

This utility model reveals a wearable gesture-detection system for basketball dribbling that consists of a motion-sensing glove and a gesture-detection terminal. The gesture detection terminal comprises a Bluetooth signal receiver, the main Arduino controller, buttons, a power source, and a display screen. This technique provides a practical and valuable supplemental tool for basketball training and performance improvement by precisely capturing gesture movements during dribbling. Athletes can track and evaluate their dribbling motions in real time using the motion-sensing glove and terminal, leading to more accurate technique correction and progress. Basketball players will have improved training and performance opportunities thanks to this wearable, which will actively advance the sport.
Research on Teaching Evaluation of Track and Field General Course in Physical Education Major of Taishan University

The scientific and rational degree of professional course teaching evaluation reflects the level of teaching management and teaching quality in normal colleges, and the evaluation standard system will directly affect students' enthusiasm and initiative in learning and training. Based on the reality of uneven physical basic quality of physical education majors in ordinary colleges and universities, this paper takes Taishan University as the research object, analyzes students' assessment results by using statistical methods, and combines the basic rules of track and field to formulate optimization countermeasures for the teaching evaluation system of track and field general courses. In the hope of providing reference for the evaluation system of track and field general courses in similar colleges in China.
Few-Shot Legal Text Segmentation via Rewiring Conditional Random Fields: A Preliminary Study

Functional Text Segmentation is the task of partitioning a textual document in segments that play a certain function. In the legal domain, this is important to support downstream tasks, but it faces also challenges of segment discontinuity, few-shot scenario, and domain specificity. We propose an approach that, revisiting the underlying graph structure of a Conditional Random Field and relying on a combination of neural embeddings and engineered features, is capable of addressing these challenges. Evaluation on a dataset of Italian case law decisions yields promising results.