Reviewerly/exHarmony huggingface dataset:
Utility-Aware Load Shedding for Real-time Video Analytics at the Edge

Real-time video analytics typically require video frames to be processed by a query to identify objects or activities of interest while adhering to an end-to-end frame processing latency constraint. Such applications impose a continuous and heavy load on backend compute and network infrastructure because of the need to stream and process all video frames. Video data has inherent redundancy and does not always contain an object of interest for a given query. We leverage this property of video streams to propose a lightweight Load Shedder that can be deployed on edge servers or on inexpensive edge devices co-located with cameras and drop uninteresting video frames. The proposed Load Shedder uses pixel-level color-based features to calculate a utility score for each ingress video frame, which represents the frame's utility toward the query at hand. The Load Shedder uses a minimum utility threshold to select interesting frames to send for query processing. Dropping unnecessary frames enables the video analytics query in the backend to meet the end-to-end latency constraint with fewer compute and network resources. To guarantee a bounded end-to-end latency at runtime, we introduce a control loop that monitors the backend load for the given query and dynamically adjusts the utility threshold. Performance evaluations show that the proposed Load Shedder selects a large portion of frames containing each object of interest while meeting the end-to-end frame processing latency constraint. Furthermore, the Load Shedder does not impose a significant latency overhead when running on edge devices with modest compute resources.
DarkHorse: A UDP-based Framework to Improve the Latency of Tor Onion Services

Tor is the most popular anonymous communication overlay network which hides clients' identities from servers by passing packets through multiple relays. To provide anonymity to both clients and servers, Tor onion services were introduced by increasing the number of relays between a client and a server. Because of the limited bandwidth of Tor relays, large numbers of users, and multiple layers of encryption at relays, onion services suffer from high end-to-end latency and low data transfer rates, which degrade user experiences, making onion services unsuitable for latency-sensitive applications. In this paper, we present a UDP-based framework, called DarkHorse, that improves the end-to-end latency and the data transfer overhead of Tor onion services by exploiting the connectionless nature of UDP. Our evaluation results demonstrate that DarkHorse is up to 3.62x faster than regular TCP-based Tor onion services and reduces the Tor network overhead by up to 47%.
An Approach to Remove Key Escrow Problem in ID-Based Encryption From Pairing

Key escrow refers to storing a copy of a cryptographic key with a trusted third party, typically a government agency or some other organization. Key escrow aims to ensure that law enforcement agencies can access encrypted data when necessary, for example, in criminal investigations or national security matters. However, key escrow also raises concerns about privacy and security. If the trusted third party is compromised, the stored keys could be exposed, and unauthorized parties could access sensitive information. This could result in a significant breach of privacy and potentially harm national security. In identity-based cryptography, the key escrow problem arises because a trusted third party, the Private Key Generator (PKG), generates the private keys for all users. This means that the PKG has complete control over the private keys, which raises concerns about the security and privacy of the users. To balance security and privacy concerns, some approaches have been proposed to address the key escrow problem. We propose an efficient democratic identity-based encryption model that balances the government's and users' rights while ensuring security and privacy. The key objective of the proposed scheme is to provide the government with authority to monitor unlawful messages while ensuring the user's privacy for their lawful messages. To achieve this, the scheme involves two entities: PKG and PKPO. The user's partial key is escrowed at PKG, while the partial key is stored at PKPO. The latter provides a privacy service to the user by confusing their signature, which the user with their personal information can only unlock.
Deep tech innovation for parasite diagnosis: New dimensions and opportunities.

By converging advanced science, engineering, and design, deep techs are bringing a great wave of future innovations by mastering challenges and problem complexity across sectors and the field of parasitology is no exception. Remarkable research and advancements can be seen in the field of parasite detection and diagnosis through smartphone applications. Supervised and unsupervised data deep learnings are heavily exploited for the development of automated neural network models for the prediction of parasites, eggs, etc., From microscopic smears and/or sample images with more than 99% accuracy. It is expected that several models will emerge in the future wherein greater attention is being paid to improving the model's accuracy. Invariably, it will increase the chances of adoption across the commercial sectors dealing in health and related applications. However, parasitic life cycle complexity, host range, morphological forms, etc., need to be considered further while developing such models to make the deep tech innovations perfect for bedside and field applications. In this review, the recent development of deep tech innovations focusing on human parasites has been discussed focusing on the present and future dimensions, opportunities, and applications.
Immersive Multisensory Digital Twins: concept, methods and case study

This paper presents the concept of multisensory digital twins, a brief state of the art of existing techniques for both capturing and immersive rendering of multisensory stimuli, and a case study of multisensory digital twin creation for cultural heritage.
Evolution of Human Intelligence; Psychological Science for a Better World

Humankind faces many problems, such as terrorism, crime, divorce, drug abuse, war, theft, etc. I performed this multidisciplinary study to determine whether there are primary and common psychological reasons and solutions for significant issues. I have discovered more than 3000 mind viruses that make grand delusions that significantly regress human intelligence and decisions in social and individual well-being. How can those mind viruses be destroyed by ('3000') healthy mind viruses? Here I suggest the fundamental nature of intelligence and why/how it resulted from biological evolution and (if) the afterlife(occurs) how does universally evolve the consciousness. The psychological(scientific) course on the 'eight-fold path' might be a better/best way to learn and train to scan mind viruses to prevent/ cure issues. Furthermore, discuss better nurture, clock time vs. psychological time, true happiness, and more than forty new ideas. A 3D graph showing individual and social intelligence evolution mechanisms make a happier world.
Breast Cancer Detection Using Support Vector Machine Algorithm

Breast cancer is primary cancer affecting women and ranks second as the leading cause of female mortality.The crucial aspect is identifying the presence of breast cancer and pinpointing the affected area.Medical imaging consistently advances, and early detection of cancer is vital in lowering cancer death rates.The enhancement procedure for mammograms involves filtering and discrete wavelet transforms.Contrast stretching is utilized to boost image contrast.Improved Breast cancer early detection and diagnosis are achieved by segmenting mammogram images.From the segmented breast region, features are retrieved.The proposed system identifies the cancer region and classifies patients as either normal or cancerous.The input mammography image is subjected to pre-processing techniques, and undesirable parts of the image are cropped off.Using morphological techniques, the tumor location is separated from the surrounding tissue and marked on the original mammography image.If the mammogram image is normal, the patient is deemed normal; otherwise, the patient is diagnosed with cancer.The Decision Tree Algorithm is utilized for categorization in this study for reasons of comparison.
Pengembangan Media Puzzle Untuk Menulis Karangan Narasi Pada Siswa Sekolah Dasar

Problems in writing narrative essays include the use of inappropriate learning media so that students' understanding is low, it is necessary to develop learning media to write essays in the form of puzzles. The purpose of this study was to develop puzzle media in Indonesian language learning materials for writing narrative essays in Grade III elementary school. This type of research is Research and Development (RD) with the research subjects being teachers and third grade students of elementary schools in the Hasanudin Group, Kebonagung District.. The results of the research are 1) the development of puzzle media is needed based on a needs analysis of learning media in Indonesian language lessons for writing narrative essays. The development of puzzle media was chosen because it is easy to make and practical in its use. By using picture puzzle series students are challenged to compose pictures and to think creatively in completing essays 2) The quality of puzzle media development is very valid, feasible and effective to use to improve narrative essay writing skills. in the third grade of elementary school
Students Ability to Rewrite The Retelling Descriptive Text

Retelling Story is post reading and post listening, a story in which readers and listeners tell what they remember from what they have read or listened to. Descriptive is a written English text in which the writer describes an object. Based on the above background, the writer limits the problem on the students’ ability to rewrite the retelling descriptive text at Mts Zun Nuraini. This research use technique of collecting data Questionnaires, this questionnaire about some question for the respondents dealing with the factors influence the students can't understand to rewrite the retelling descriptive text. So from the data above the writer concludes that the ability of students depend on stimulator from the internal factors that can build their motivation in learning, especially in learning English grammar. Based on the research data in previous chapter, it can be conclude that the students error to rewrite the retelling descriptive text at eighth year students of Mts Zun Nuraini depend on stimulate from the internal factors. This can be seen on the result of the questionnaire conducted by the writer.
The Effect of Using Running Dictation Game Toward Students’ Comprehend in Reading Descriptive Text at The Eighth Grade Students of MTs Hubbulwathan Duri

Based on the researcher observation, it was found that most of student cannot comprehend the reading materials well and their reading comprehension are still far from the expectation. And the major problem faced by them was found not interest in reading activity, and cannot answer the question after reading the descriptive text. So, the writer was interested in carrying out the reseach about this problem. The objective of the reseach is to find out the students’ comprehend in Descriptive text that taught by using Running Dictation game, to find out the students’ comprehend in Descriptive text that taught without using Running Dictation game and to find out whether there is any significant effect of using Running Dictation Game at the Eighth Grade Students’ of MTs Hubbulwathan Duri. The Subject was the Eighth Grade students’of MTs Hubbulwathan Duri, and the object of this research was the effect of using Running Dictation Game in Comprehend Descriptive text. The design of this research was Pre-Test Experimental. The Writer used one class as sample. That consists of 31 students in the class. The Writer gave pre-test to experimental class. Then, the writer gave treatment for experimental class. Finally, the writer gave post-test to experimental class in order to know the effect of Running Dictation Game that applied by the writer. The technique of collecting data was the test. The technique of analyzing data, the writer adopted paired sample t-test formula by using software SPSS V.17. After analyzing the data, the writer found that there is a significant effect of using Running Dictation game at the eighth grade students in Comprehend Descriptive text of MTs Hubbulwathan Duri.
Quick Counting Educational Game for Vocational School Students Based on Scratch

Mathematics is a subject that requires thinking to calculate quickly so as not to waste the remaining time studying in class. Educational games are a solution that is offered as a very innovative learning media and can be a learning medium that is fun, fun and addictive. This educational game aims to improve the ability of Vocational High School students to explore and find alternative answers, improve students' ability to make the right decisions and improve students' ability to count. The goal of implementing this program is that high school students still have trouble counting quickly.
Pengembangan E-modul dengan Aplikasi Flip PDF Professional Materi Bilangan Bulat pada Siswa Kelas 6 Sekolah Dasar

This study aims to test the feasibility and effectiveness of the e-module with the professional flip pdf application for integer material in 6th grade elementary school students. This research is a type of research and development with nonrandomized experimental methods subject pre-test post-test control group design. The results of the feasibility test based on material expert validation obtained a score of 76, the percentage was 84.44%, the category was very good. Assessment of media experts, obtained a score of 110, the percentage of 81.48%, very good category. The effectiveness test of the independent t-test results obtained a significance score of 0.00 0.05. The t-count score shows a value greater than the t-table, which is 5.1632.0166. The N-gain test obtained a score of 57.28 in the quite effective category. From the research data, it can be concluded that the developed e-module is declared feasible and effective for use in learning.
Analisis Faktor yang Mempengaruhi Keterampilan Berbicara Selama Proses Pembelajaran Mahasiswa

The low speaking skills possessed by students such as, insecurity and nervousness when dealing with many people, this makes students stammer so that they often say the word "a../e..". Some students will divert nervousness by moving their hands / feet, some are staring at the corners of the room. Then the lack of mastery of the material is also a factor in students not being confident and nervou. This type of research uses qualitative research with a case study method. Data collection used are interview guidelines, questionnaires and documentation. Then the data that has been obtained is analyzed through the stages of four components, namely data collection, data reduction, data presentation and conclusion drawing, which is then presented in the form of descriptions in sentence form regarding the discovery of the meaning of each phenomenon.Based on the results of the data analysis, there are several factors that influence students' speaking skills, namely a reasonable attitude, calm and not rigid, the gaze must be directed to the interlocutor, willingness to respect other people's opinions, appropriate gestures and mimics, fluency, relevance / reasoning and mastery of the topic. Then there are still many students who have not been able to master these skills.
DESIGNING QURANIC APPLICATIONS AND PRAYER SCHEDULES WITH ALGORITHM METHOD KNUTH MORRIS PRATT ANDROID-BASED

Reading the Qur'an is one of the obligations of a Muslim, because in the Qur'an there are guidelines for every human being to always walk on the path that Allah Almighty permits. Allah Almighty has promised in the Qur'an that anyone who reads the Qur'an will never get a loss but on the contrary, they will get double reward. The purpose of this research is to design the Qur'an Application through a communication tool called a smartphone. The result of this design to see the prayer schedule which consists of several menus and make it easier for the user of smartphobe to read the Qur'an and also to see the prayer schedule gradually.
The Effectiveness Of Sikajari Media In Distance Learning For Elementary School Students

This study is a research and development of Sikajari-based distance learning media. This study aims to analyze the effectiveness of Sikajari media in distance learning with the sub-theme of Cultural Diversity of My Nation 4th grade elementary school students in the Jepara district. This development research adapts the Borg Gall model which consists of (1) research and data collection, (2) planning, (3) development preliminary of product, (4) preliminary field testing, (5) main product revision, (6) main field test, (7) operational product revision, (8) operational field testing, (9) final product revision, and (10) dissemination and implementation. Data collection techniques through pretest and posttest. Data analysis using the Gain score test. The results of the analysis showed that the average value of the pretest was 39.41 and the post-test was 84.88. The normalized gain value or n-Gain is 0.759 in the high category. This means that there is an increase in learning outcomes in the high category. The N-Gain % value is 75.9 which is interpreted in the effective category. That means the use of Sikajari media in distance learning is effective for improving learning outcomes of the Sub-theme of Cultural Diversity of my Nations for fourth-grade elementary school students in the Jepara Regency.
Virtual teaching strategy for online learning of the subject Entrepreneurship and Management in the baccalaureate

The COVID-19 pandemic has caused a change in the educational environment, it went from being face-to-face to virtual, it is necessary to think about didactic strategies for subjects that need a different treatment in their development and explanation. The objective of this article is to propose a virtual teaching strategy for the strengthening of online learning of the subject Entrepreneurship and Management in the baccalaureate. The research conducted is of hermeneutic approach and descriptive-explanatory scope. The sample selected was 58 students of the third year of high school of the Unidad Educativa Fiscal Durán, a probabilistic intentional sampling by quotas was applied, which facilitated the interpretation of results on the lack of use of virtual learning environments and technological tools by students and teachers. In addition, educators presented difficulties in planning, development and evaluation for online classes. A virtual teaching strategy was designed that generates interaction and reflection in the teaching-learning process from the virtual environment, which has the following phases: virtual teaching-learning planning, virtual teaching-learning communication and activity, and online evaluation of assimilated learning.
VARAT: Variable Annotation Tool for Documents on Manufacturing Processes

Physical model building is essential for realizing digital twins in the manufacturing industry and requires much toil. We aim to develop automated physical model builder (AutoPMoB) that can automatically build physical models from literature databases. AutoPMoB requires several fundamental technologies, and domain-specific datasets play a vital role in developing such technologies. Although datasets related to variables have been created, there has been no dataset in the chemical engineering domain. To create such a dataset, in this study, we developed an algorithm for extracting variable symbols from documents and a variable annotation tool, VARAT, based on the algorithm. We used the tool and created a dataset containing about 1,733 variable symbols from 45 papers on physical models of five manufacturing processes. VARAT enables us to quickly and accurately extract the variable symbols from documents and reduces the time for annotation per paper to less than half, which streamlines the annotation process.
The Digital Business on Campus as an Initial Model for Students

This research paper describes a strategy for developing a digital business model, maximizing enterprise profits, accelerating the development of an organization, enterprise or manufacturer, and moving to new markets. The possibilities of attracting new customers and promoting a brand, starting a student business using digital business models, the level of usefulness of a simple business and a digital business model were analyzed. Successful digital business adoption is based on the right choice of model, that is, the business growth trajectory, geographic location and customer demand database. The scientific article should be one of the first attempts at bibliometric research in this area and, therefore, a guide for future research and practical results.
PEMANFAATAN MEDIA PEMBELAJARAN PUZLLE UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS IV PADA PELAJARAN IPAS

This study aims to determine the positive effect of the use of puzzle learning media in improving student learning outcomes in class IV lessons IPAS at SDN Rejosari 01 Semarang. This research is quantitative. The research method used is a Pre-Experimental Design type of One-Group Pre-test Post-test Design. The sample in this study amounted to 25 people. The instruments used in this study were tests and documentation. The results of this research classically show that the average post-test score of students increases after using the puzzle learning media compared to the average pre-test score. The data analysis technique used is pared samples t-test analysis with the help of the SPSS program version 22.0. The results of the study showed sig = 0.000 ≤ 0.05, so it was said that there was a significant difference between the results of the pre-test and post-test. In addition, the N-Gain test shows that a percentage of 0.66 is included in the quite effective category. So that this proves that the use of puzzle learning media influences improving student learning outcomes in learning IPAS materials for class IV SDN Rejosari 01 Semarang.
THE IMPACT OF REAPPLYING FACE TO FACE LEARNING IN THE NEW NORMAL ERA ON THE ENGLISH ACHIEVEMENT OF THE EIGHTH GRADE STUDENTS AT SMPN 1 MAKALE SELATAN

The objective of this research is to find out the impact of reapplying face to face learning in the new normal era on the English achievement of the eighth-grade students at SMPN 1 Makale Selatan. In analyzing the data of this research, the writer used qualitative method. The subject of this research were the English teacher and students at SMPN 1 Makale Selatan. The data of this research was collected by doing interview. The obtained data were analyzed in three major phases namely reduction, data display, and conclusion. The result of the research found out some the impact of reapplying face to face learning in the new normal era on the student’s English achievement, the first there is students learning motivation, the second it is easier for students to understand the material provided by the teacher in class, and the third students English achievement have increased face to face learning is reinstated. Based on these findings, the researcher concluded that the current reapplying of face-to-face learning hase every positive impact on students’ English achievement