Reviewerly/exHarmony huggingface dataset:
TexGAN: Textile Pattern Generation Using Deep Convolutional Generative Adversarial Network (DCGAN)

Generative Adversarial Networks (GANs) are used for image, video, and 3D scene generation along with their ability to enhance images. In image generation, GANs generate new images by learning features from the existing images. Features are extracted by a convolutional network, and images are generated through a de-convolutional network. GANs have been recently applied to the field of fashion where they have been used to generate new kinds of shoes and clothes. In the field of textile design, designs are printed onto clothes. These designs are mostly made of single repetitive patterns. These patterns need to be created by the designers and then these patterns are photoshopped to make the whole design. Generating textile patterns through GANs can help designers to take inspiration for new ideas. To achieve this goal GANs have been proposed to generate new patterns. Different variants of GANs are available in fields and they helped in many other fields along with the field of fashion. At first, we formulated a dataset of 17k+ images collected via google images. The dataset is available at the GitHub repository of the project (https://github.com/Gnahy/TexGAN.git). We provided an idea of generating textile patterns in general and one can also specify the patterns they want to generate i.e., cheetah, geometric, and abstract. DCGAN has been trained on all the patterns collectively up to a specific point and the weights from the trained model have been saved. After that point model is trained on specific kinds of patterns i.e., cheetah in order to generate that specific kind of new patterns. This technique helps even when the data for the new patterns are small and resources to train the model are fewer.
A INSTALASI PENJERNIH AIR DI DESA BULUH CINA, KECAMATAN SIAK HULU, KABUPATEN KAMPAR

Buluh Cina Village, Siak Hulu District, Kampar Regency has problems with the availability of clean water. The water that residents use comes from dug/drilled wells that smell of sulfur. This water condition is not under the drinking water requirements standardized by the Indonesian Ministry of Health through Permen Kes No. 492/MENKES/PER/IV/2010. There needs to be a solution to overcome the problem of the availability of clean water in Buluh Cina Village. The solution is to install the water filter for clean and healthy water. The Mechanical Engineering Lecturer Team at the University of Riau facilitated the water filter, which would be installed in Buluh Cina Village with a storage tank capacity of ±10,000 liters. Water-filtered results are not smelled of sulfur and are by the drinking water quality standards following Permen Kes No. 492/MENKES/PER/IV/2010.
The World Formula and the Theorem of Perron-Frobenius: How to Solve (Almost All) Problems of the World

Transfer Functions relate the output or response of a system such as a filter circuit to the input or stimulus . The response can be measured; the is the unknown. Solving the World Formula not only explains how analog images and voice can be digitally stored, but also many methods and techniques such as Big Data and Artificial Intelligence. For linear functions between vector spaces, the Eigenvector Method makes calculating a solution easy, if it exists. Numerical algorithms are available for solving. Thus, the method is suitable for teaching students who are interested in the foundations of science. However, the system must meet certain conditions to make the eigenvector method applicable. The Theorem of Perron-Frobenius defines these conditions. Keywords: transfer functions, big data, world formula, Eigenvector method, theorem of Perron-Frobenius
An Analysis of Brand Culture of Apple Inc. from Semiotics

In the context of the Internet era, as a tech giant, Apple has a huge and lasting influence in the hearts of consumers. While Apple is constantly introducing new technical products, it is also enriching and updating its brand value in the process of development. Nowadays, brand culture is one of the hot research topics. However, there is still a research gap in analyzing brand culture from the perspective of semiotics. Based on the semiotic theories of Pierce and Barthes and other cultural theories, this essay analyzes Apples brand construction through a specific theoretical framework and discusses the cultural significance behind the brand. The research shows that Apples brand can be constructed in the symbolic sense from three aspects. Moreover, Apples long-term prosperity can be regarded as a cultural symbol, implying the symbol worship of consumers and the domination of modern technology. The article is an exploration of the application of semiotics and the symbolic meaning of the brand.
The Chinese-English Translation of Four-character Pattern from the Perspective of Functional Equivalence Theory

The four-character pattern is a unique form of Chinese language, whose definition is a word or phrase consisting of four syllables, including four-syllable simple words, compound words, idioms, fixed phrases and free phrases. These words are usually concise, expressive and rich in variations. However, there are no such corresponding expressions in English, which causes a great obstacle to the Chinese-English translation. In translation activities, the translation of idioms is often considered significant, which symbolizes the transmission and expression of culture. However, the four-character patterns in Chinese are simple in form, consisting of only four characters, but they have rich cultural connotations. Because of their complex and diverse structures and hidden meanings, English translations of these are often prone to cause problems such as unclear expressions, missing semantics, and loss of meaning. It is difficult to make simple word-for-word translations based on their literal meanings. Also, the common direct translations have long failed to meet the needs of English translations of idioms, which has become a major problem in translation activities.
How Can Virtual Reality Technologies Transform the Art Field

In this paper, the researchers mainly focus on the fact that art will no longer be subordinate to reality. Instead, it will be blended into reality. Amongst others, Virtual Reality (VR) technology emerges as a good solution by allowing artists to create artwork in a digital virtual space. At the same time, the researchers also look into the future of VR. To bring a better creative environment for artists, VR tools are conceived in this paper that is suitable for them to create in the future. Finally, the researchers provide a platform for artists to show their work to more people.
Do Language Learning Apps Really Work?

With the rapid development of the mobile application market and the growing size of the foreign language learning population, learning a new language with an app can be said to be one of the most popular language-learning trends of the 21st century. At the same time, contemporary language learning applications sell themselves as innovations, in many ways that are just a return to Skinner's teaching machines as introduced in the 1950s. Technology is the 21st century, but the theories of learning are firmly 20th century. App designers must catch up to 21st-century theories of learning if they genuinely want to introduce ground-breaking tools. This work mainly analyzes why we will not make as much progress as we expected if we continue to pair 21st-century technologies with outmoded perspectives on learning and what are the up-to-date theories that will help make fundamental transformations in language learning applications.
A Corpus Based Study on Productivity Measurement of Suffixes -ous and -ish

In recent years, a growing number of studies have been conducted on the productivity of word formation. -ous and -ish are common adjective suffixes which have the same general meaning of to be similar to something and are consequently regarded as synonymous affixes. However, most prior studies have addressed lexical productivity from a single perspective, such as diachronic analysis or synchronic measurement, while few have combined the above aspects to conduct multi-angle studies. The comprehensive research perspective adopted in this paper provides several novel ideas for developing a further understanding of the productivity of the two affixes, and even for the wider study of morphological productivity.
SFBC Recognition over Orthogonal Frequency Division Multiplexing Schemes in the Presence of Inphase and Quadrature Phase Discrepancies for Cognitive Radio Applications

A radio is adaptive if it can autonomously analyze the communications environment and instantly modify its settings to achieve the best possible efficiency. In orthogonal frequency division multiplexing (OFDM) transmissions, identifying the space frequency block coding (SFBC) category utilized is one of the most important tasks of an adaptive receiver. Previous approaches to this problem did not take into consideration the fact that real systems typically suffer from transmission defects. This study offers a novel maximum likelihood recognizer capable of distinguishing between SFBC OFDM waveforms in the context of inphase and quadrature phase differences (IQDs). The theoretical findings show that IQDs arising from the transmitter and recipient can be combined with channel paths to generate so-called effective channel paths. The conceptual examination demonstrates that the outlined maximum likelihood strategy of the SFBC recognition and effective channel estimation processes is implemented by an expectation maximization tool utilizing the error control decoders’ soft outputs. The simulations results reveal that the suggested strategy delivers a much greater recognition accuracy than the typical approaches outlined in the comparable literature. At a signal-to-noise ratio (SNR) of 14 dB, for example, the proposed approach achieves a bit error rate (BER) of 0.00002, which is very close to the case of perfect estimation and compensation for IQDs, outperforming the previous reported works which achieved BERs of 0.01 and 0.02.
PEMANFAATAN YOUTUBE SEBAGAI MEDIA PEMBELAJARAN BAHASA INDONESIA KOMPETENSI MENYIMAK CERITA ANAK PADA SISWA KELAS V SEKOLAH DASAR

The purpose of this study was to improve the learning outcomes of Indonesian language students in class V at SD Negeri Caturtunggal I Depok, Yogyakarta Special Region in the competency of listening to children's stories by utilizing YouTube media. This study used the CAR class action research method. The subjects in this study were fifth grade students at SD Negeri Caturtunggal I Depok, Special Region of Yogyakarta. Data were collected by observation, tests, and interviews. Data were analyzed with an interactive analysis model including reduction, presentation, and drawing conclusions. The research results prove that; 1) there is a change in lesson planning, from conventional learning to modified learning designed by researchers by applying YouTube media in learning. This can be seen from the learning in pre-action, cycle I and cycle II. 2) There is a change in the implementation aspect of the learning action. All forms of learning problems faced by teachers have been corrected so that the learning process can run well. In other words, the application of YouTube media in learning Indonesian for the material "Listen to Children's Stories" can improve the quality of the learning process. 3) The application of YouTube media in Indonesian language learning material "Listen to Children's Stories" can improve student learning outcomes. The increase in learning outcomes was marked by an increase in the number of students who reached the limits of completeness from pre-action, cycle I, to cycle II.
Web-Based Tourism Decision Support Information System

Tourism is one of the potential resources that can be developed by each region. As one of the resources that generate foreign exchange for the country, this requires optimization in the provision of services to further support the potential of tourist areas to be visited. When this study was conducted, tourism in bangkok has used internet media in promotion. However, the system used is still not perfect. This problem comes from poor tourism data management and still not maximal some facilities in the running system. With some of these problems, it is time for the old system to be fixed. Not only to improve it, the author suggested to create some new features such as Simulation features and Decision Support features. In this study, the research method used is descriptive and action research, while the system approach used is structured with the method of system development using waterfall model. The tools used are context Diagram, data Flow Diagram (DFD), Data Dictionary, and Entity Relationship Diagram (ERD). Database design tools in the development of this information system is the normalization and table relation. The programming language used is PHP, with Adobe Dreamwaver CS5 tools. For the database, This Information System uses MySQL and for decision making, this information system uses the AHP (Analitycal Hierarchy Process) method with the creation of this information system, the author hopes that the information system that the author makes in the future can improve the quality of service for tourists and can help top tourism management in Bangkok to make decisions.
STUDENTS’ PERCEPTION OF USING SCAVENGER HUNT GAME IN UNDERSTANDING SOCIAL CONTEXT OF SECOND LANGUAGE ACQUISITION

This research study investigates students’ perception of using the Scavenger Hunt game to understand the social context of second language acquisition. The participant of this research was 12 undergraduate students in the 5th semester. The data were collected from questionnaires, documentation, and interview. The data were analyzed using descriptive analysis. This study revealed that Scavenger Hunt is an exciting way to understand the social context of Second Language Acquisition because the students experienced directly and what they did were examples of some issues in learning the social context of Second Language Acquisition (SLA). Teachers and lecturers should consider the integration of Scavenger Hunt and specific topics with some adaptation to make the activity effective in the teaching and learning process.
REMEDIASI MISKONSEPSI PENGGENERALISASIAN MEMPERGUNAKAN LKPD BERBASIS REFUTATION TEXT

This research aims to determine whether remediation using LKPD based on refutation text can fix generalization misconceptions suffered by students on substance of fractional operations in class VII MTs. Al-Muhajirin Kubu Raya. The form of the research applied was pre-experimental with one group pretest-posttest design. The instruments used are diagnostic tests and interview guidelines. The resultan of the initial diagnostic test showed that there were five variations of generalization misconceptions from simple to complex suffered by students. The total research subjects who were given remediation were five students who suffered from the simplest generalization misconceptions when completing all initial diagnostic tests using the pattern of adding or subtracting the numerator by numerator and denominator with denominator. The resultant of the final diagnostic test revealed a change in the generalization misconceptions suffered by the research subjects, with one student still suffering from generalizing misconceptions on two of the four question indicators, while four students already had a correct understanding of the concept on all question indicators. Therefore, it can be inferred that the generalization misconceptions of the research subjects can be eliminated through the implementation of LKPD based on refutation text.
Pola Perilaku Penelusuran Informasi Mahasiswa Prodi Ilmu Perpustakaan UINSU di Era Digital Native

Information search behavior is an attitude or action in seeking or finding the information needed. Information search behavior is important to do to get the required information that can help in solving problems. Kriklas (2006: 16), argues that information seeking behavior is an activity in determining and identifying messages to satisfy perceived information needs. The method used in this research is a qualitative research method to describe the nature of the problems being monitored. Sulistyo-Basuki (2006: 78) describes qualitative research intending to get a complete reflection of things for the thoughts of people being watched. This research results that in the search for information, it is included in the novice category. Because according to Hsieh Yee, a novice information seeker is a non-professional searcher who has no experience in searching or has never attended college or practiced online searching.&#x0D; Keywords: Pattern, Information Searching Behavior, Digital Native
Efektivitas Penggunaan E-Learning Mahasiswa Fakultas Ilmu Sosial UIN Sumatera Utara di Masa Pandemic Covid-19

During the Covid-19 pandemic, many things happened that affected every field of movement, especially in the health sector. This also has a major impact on the education sector. So, under these circumstances, agencies and institutions are taking action to reduce the risk of Covid-19. Because of this, the government decided to carry out the educational process by utilizing e-learning media. E-learning may be better known by the general public with the online (in-network) learning process. This study aims to determine the effectiveness of FIS students at UIN North Sumatra in using e-learning during the Covid-19 pandemic. The population used was FIS students at UIN North Sumatra and the sample consisted of 94 students. Research using quantitative with descriptive analysis methods and Level of Achievement of Respondents. The results showed that the indicators of recipient or user were 84.96% in the good category, Message Content 90.43% in the good category, Communication Media 81.17% in the good category, Message Format 76.03% in the good enough category, Message Source 74.79% in the enough category good, Timeliness 82.34% is in good category. And from all indicators, the percentage for the effectiveness of using e-learning for FIS UIN North Sumatra students during the Covid-19 pandemic was 81.61% and was in the good category.&#x0D; Keywords: Effectiveness, E-Learning, Covid-19
Perilaku Pencarian Informasi Siswa Dalam Memenuhi Kebutuhan Informasi di MAN 2 Deli Serdang

&#x0D; This study aims to determine information seeking behavior in meeting information needs at MAN 2 Deli Serdang. This study uses qualitative research methods, using a descriptive analysis approach. The findings of this study, students who meet their information needs prioritize visiting the library rather than going to the internet or other libraries. While the information source that students use the most is the third source of information (tertiary source), namely textbooks (textbooks) compared to the first source of information (primary source) and the second source of information (secondary source). Meanwhile, before conducting an information search, namely by looking at and reviewing the syllabus and preparing some of the notes needed in accordance with the theme of the task (starting). After that they determine the subject and use the core reference to link the search for the desired subject (chaining). Behavior when searching for information, they perform searches on collection shelves, OPAC, and the internet (browsing). The last behavior is that after searching for information, they carry out monitoring, extracting, checking, and ending. The obstacle faced by informants when searching on the internet is the lack of information search strategies applied by them, especially in determining the subject. In addition, the information they get is very much (overloaded). While the obstacles faced in the library are that they often do not get the collections they are looking for because the arrangement and placement on the collection shelves is not appropriate, so they look for other collections.&#x0D; Keywords: Behavior, Search, Information
PENGARUH MEDIA PEMBELAJARAN KREATIF POP-UP TERHADAP HASIL BELAJAR MENULIS TEKS PROSEDUR SISWA

The Influence of Pop-Up Creative Learning Media on Learning Outcomes of Writing Procedure Texts. This study aims to describe the effect of learning to using pop-up media on seventh grade students. Describe the effect after the use of pop-up media on seventh grade students and describe the effect of learning outcomes on writing procedure text for students. The research method used a pre-experimental design with a research design of One Group Pretest-Posttest Design. The results of this study are that there is an influence of students from 31 students before using Pop-Up media (Pretest) which is not good as many as 29 students (93.5%), while the influence of students after using Pop-Up media (posttest) is that most of them have the ability to write with the category very good as many as 24 students (77.4%). Based on the analysis of regression test, it was found that the p-value of 0.00 &lt;0.05 which indicates a significant in learning outcomes with Pop-Up media.
Analisis Analisis Pola Pencarian Informasi Model David Ellis terhadap Kualitas Informasi Mahasiswa Aktif Organisasi Fakultas Ekonomi Bisnis Islam UINSU

Information seeking behavior is a specific activity or project that is carried out on an individual basis in order to find information that is required or desired in order to accomplish a certain goal. David Ellis' model of information searching behavior is the one that became the guiding principle in this study. Starting (awalan), Chaining (menghubungkan), Browsing (menelusur), Differentiating (pemilahan), Monitoring (memantau), and Extracting are the steps involved in the process of collecting the information (menggali). The purpose of this study is to comprehend various methods for collecting model ellis information that have been conducted at the Mahasiswa Aktif Organization of the Faculty of Economics and Business Islam at UINSU Medan in order to satisfy the need for this information in the course of instruction. The method that was used in this study was using a kualitatif method with case study alignment. The results show that some students come from internal campus organizations as many as 13 students (61.90%), Islamic economics majors have the highest percentage of other majors (61.90%), some students first conceptualize the information they want to trace (66.7%) , some students did information searches before looking at their bibliography as a reference source (76.2%), some students use the browsing stage by searching for information other than using google, namely by using print media and social media with the same presentation (38.09%), some students compared asking directly to the experts by looking at the development of information from new journal publications stated that they chose to ask their experts (57.1%), by continuing to search for information that was explored in depth to get information saturation points stated that 16 respondents (76.2%) agreed, re-checking the information that has been traced for medapa provide accurate data according to the needs of the informants (76.2%), closing access to the search when they have found the information they need (47.6%).&#x0D; Keywords: Information-seeking behavior, David Ellis Model&#x0D;