Reviewerly/exHarmony huggingface dataset:
Translation Evaluation of Three Machine Translation Systems, with Special References to Idiomatic Expressions

One of the major challenges posed by machine translation (MT) when translating between English and Arabic is idiomatic expressions since their meanings are not taken literally but have a cultural meaning behind them, and they are “all in all metaphorical and cannot be understood directly” (Ghazala, 2003). Therefore, the main aim of the present study is to evaluate and compare the performance of three online MT systems namely, Google, Microsoft Bing, and Systran in translating English idiomatic expressions into Arabic in online newspapers. To achieve the goals of the present study, twenty idiomatic expressions which are the most frequently used in six British and American online newspapers have been identified, fed, discussed, compared and analyzed qualitatively by the researchers. Findings of the present study show that although the three online MT systems were not able to provide accurate translations of the English idiomatic expressions into Arabic in six online newspapers, Microsoft Bing machine is rated the best and has a better performance. Whereas Googles’s translation is found the least accurate as some words were not translated at all, and others were mistranslated. The study concludes that MT systems can be improved to get a better quality and provide an accurate translation if they deal with the idiomatic expressions as a unit and not individually. Since these are fixed idiomatic expressions, they are usually resolved using a simple memory translation, which sets side-by-side the English and the Arabic expressions without much cognitive effort.
Bayes model for assessing the reading difficulty of English text for English education in Jordan

&lt;span lang="EN-US"&gt;Predicting the reading difficulty level of English texts is a critical process for second language education and assessment. Reading difficulty level is concerned with the problem of matching a reader’s proficiency and the appropriate text. The reading difficulty level or readability assessment is the process for predicting the reading grade level required from an input text or document, which corresponds to the reader and to the materials. Students in Jordan at their academic levels find obstacles in finding relevant readable data for any subject at their levels. This paper is intended to introduce a model that foretells the reading difficulty level of a given text in terms of a student's ability to read and understand English as a non-native English speaker in Jordanian schools. In this paper, Jordanian students were classified into four categories according to their knowledge of English. The prediction of the reading difficulty level is achieved by using a modern statistical model that is situated on the Bayes model. The model compares the given text with some standard predefined text that strongly reflects the ability to read and understand English text. The accuracy of the proposed model was tested using the hold-out method. The overall prediction accuracy was 75.9%.&lt;/span&gt;
Character Identification in a Breastless Novel by Betty Sitorus

Factual social phenomena related to life and human life are a source of inspiration that never runs dry for a writer of literary works. The Novel Breastless by Betty Sitorus is a work of fiction based on the fact that cancer sufferers are suffering. This study seeks to reveal how the main character in the novel Breastless by Betty Sitorus fights cancer? Thus the purpose of this study is to identify the main character in the novel Breastless Betty Sitorus' work against cancer. The approach used is a qualitative approach the research method used is the library method and is enhanced by reading, note-taking and underlining techniques. The theory used is the theory of Literary Psychology. The results of this study prove that the main character in the novel Breastless Betty Sitorus' works include a number of characters such as shock, anxiety, fear, compassion, patience, optimism, alertness, belief in traditional medicine, confidence, and positive thinking.
Meetings: PhotonicsViews 2/2023

PhotonicsViewsVolume 20, Issue 2 p. 80-83 MeetingsFree Access Meetings: PhotonicsViews 2/2023 First published: 03 April 2023 https://doi.org/10.1002/phvs.202370220AboutPDF ToolsExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onEmailFacebookTwitterLinkedInRedditWechat Volume20, Issue2April/May 2023Pages 80-83 RelatedInformation
Development of Web-Based Learning Media (Glideapps) to Improve Digital Literacy and Science Literacy About Materials Human Digestive Systems

Learning media is part of learning that contains messages, people, and devices, which follow technological developments. This study aims to determine the feasibility of developing web-based learning media to improve digital and scientific literacy skills in the material of the human digestive system in class VIII J at SMP Negeri 11 Jambi City. This research development uses the Dick &amp; Carey development model. The test subjects consisted of a small group of 6 people and a large group consisting of 33 students who were students of SMP Negeri 11 Kota Jambi. The instruments used in this study were interviews, questionnaires, tests and validation assessment sheets. This study uses a one-shot case study experimental design. The data analysis technique used in this research is descriptive research with a quantitative approach. The results of this study are media validation. The first material validation gets a score of 56%, and the classification of eligibility is not good with several improvements. The second gets a score of 72%, the classification of eligibility is good, and the third gets a score of 91%, the classification is very good. The first media validation gets a score of 50%, and the feasibility classification is not good with several improvements. The second gets a score of 72%, the feasibility classification is good, and the third gets a score of 94%, and the classification is very good. The effectiveness of web-based learning media (glideapps) in increasing digital literacy was carried out in large group tests obtaining an average value of 0.4915 or 49.1465% with a moderate level of effectiveness. The effectiveness of web-based learning media (glideapps) in increasing digital literacy is carried out in large group tests obtaining an average value of 0.4464 or 44.6496% with a moderate level of effectiveness.
Утраченные и обретённые музыкальные жанры, формы и образы, как наследие замечательного композитора Эдуарда Николаевича Артемьева

This article discusses listening to music suitable for sound perception and the associated changes in paradigms or ways of thinking that so often occur when we move from visual to auditory perception. The distinction between historically accepted and rejected sounds is used to show how the placement of sounds in our subconscious has shaped the form of listening in life. The experimental music of the 20th century, especially the music and reflections of Eduard Artemyev, opened the doors to our subconsciousness with the synthetics of sound, and at the same time weakened the visual paradigm of intellectual knowledge. In this article, sound perception is considered as a place where artistic practices coincide with certain theoretical problems centered on sound. First, the centrality of sound is considered, and music and sound art are discussed in relation to space. This perception is extracted by looking at contrasting pairs of examples. Pairs consist of an analytical and visual presentation of the main issue of sound-perception. It is an excellent tool for exploring the relationship between philosophy, science, psychology and human cognition. Next, the sound track of the work while listening to outstanding sequences, sound-perception focuses on the specific relationship of the image and the picture. It embodies the state of sounds, when the smallest impact can lead to a radical change in the established order, overcoming the bifurcation point. Non-traditional materials and approaches in music give a new round of development and understanding in contemporary art, prompting a rethinking of what an artistic image could be. Regardless of the artistic picture, which, in turn, the author wanted to convey. This is the key to sound-perception as a tool of knowledge. The article ends with a statement about the need for aesthetic reflection, taking into account the consequences of these profound transformations.
One Size Does Not Fit All: Common Practices for Standards Collections and Management

There are numerous studies in the engineering literature about standards, though practical information on standards collection management in libraries is somewhat limited. This study builds upon previous studies but with both a broader scope and more granularity. The purpose is to fill gaps and add to the existing literature on standards collections and use. The workflow for collection development and management practices for standards, like other special resources, are according to each institution's preferences, clientele, campus culture, budget, and needs. To deepen the understanding of standards management in libraries, this study uses a larger sample size than previous studies found in the literature, through a survey of 336 academic libraries in the United States at institutions offering four or more Accreditation Board for Engineering and Technology (ABET) accredited engineering programs. The survey includes questions in areas that have not been studied before, such as institutional size, the highest degree offered, collecting intensity, and demand levels. Findings confirm some results of previous studies, but also show some new and unexpected findings.
THE DANGEROUS EFFECT OF ONLINE GAMES FOR STUDENTS OF UNIVERSITY

This study aims to describe in general to the public about the potential dangers contained in playing online games. Playing games is very fun but with the same level of addiction as drugs.&#x0D; The method used in this research is descriptive method. This descriptive study aims to create an accurate, factual, and systematic descriptive description of the nature and facts and the relationship between the phenomena studied using observational data collection techniques, questionnaires, and document studies. The number of respondents are fifty students as active PUBG online game players at the Information Technology Study Program, FKIP, Unisri. &#x0D; The conclusion of this study is that the number of students whose value index is affected by playing this online game is 82%. Meanwhile, students whose score index was not affected by playing this online game were 17%.
A Mutual Learning Framework for Pruned and Quantized Networks

Model compression is an important topic in deep learning research. It can be mainly divided into two directions: model pruning and model quantization. However, both methods will more or less affect the original accuracy of the model. In this paper, we propose a mutual learning framework for pruned and quantized networks. We regard the pruned network and the quantizated network as two sets of features that are not parallel. The purpose of our mutual learning framework is to better integrate the two sets of features and achieve complementary advantages, which we call it feature augmentation. To verify the effectiveness of our framework, we select a pairwise combination of 3 state-of-the-art pruning algorithms and 3 state-of-theart quantization algorithms. Extensive experiments on CIFAR-10, CIFAR-100 and Tiny-imagenet show the benefits of our framework: through the mutual learning of the two networks, we obtain a pruning network and a quantization network with higher accuracy at the same time.
Optimized process for QR codes multiplexing and encryption

The image multiplexing and encryption process developed in our previous woks has been optimized to store and hide the information contained in the two first chapters of "Don Quijote de la Mancha", which is stored and encoded in 298 QR codes of 512 pix on each side and then compressed into a complex package.The storage is carried out at the Fourier domain by using theta modulation, where the optimal filter and storage method for this type of images are analyzed, looking for memory savings and facilitating the packet encryption.The proposed encryption method implies the superposition of amplitude and phase with chaotic masks and a linear transformation for the image stabilization.Several security tests are carried out to demonstrate the strength of the encryption.
PELAKSANAAN GAME SCATTERGORIES DALAM PEMBELAJARAN KOSAKATA BAHASA ARAB

&lt;p style="text-align: justify;"&gt;&lt;strong&gt;&lt;em&gt; &lt;/em&gt;&lt;/strong&gt;&lt;em&gt;Learning with games is an exciting thing that encourages student interest because learning becomes interactive and can increase student motivation and interest. One form of game for learning foreign languages is game scattergories. This scattergories game was implemented at Islamic Senior high school 1 Malang to learn Arabic vocabulary. This research is a descriptive qualitative method that describes the process of learning Arabic vocabulary by using scattergories game in Islamic Senior high school 1 Malang and the advantages and disadvantages of applying the game process. In this research, participant observation, in-depth interviews, and documentation are data collection techniques—observation regarding learning Arabic vocabulary with the scattergories game. In-depth interview were conducted by interviewing Arabic teacher and students of class X-G of Islamic senior high school 1 Malang. The analysis technique adopts the Miles and Huberman model: data reduction, presentation, and conclusion. The research showed that: 1) There were six stages in learning Arabic vocabulary with scattergories at Senior High school 1 Malang, namely opening the lesson, dividing into groups, preparing and discussing, implementing the game, determining the winner and closing the lesson. 2) Learning with scattergories can increase motivation and encourage students to learn; students can think quickly and become the focus of learning. However, during the process, the teacher must make careful preparations, which require a relatively long time. The application of this game is fun and provides positive benefits for students. &lt;/em&gt;&lt;/p&gt;
Privacy-Preserving Ciphertext-Policy Attribute-Based Search over Encrypted Data in Cloud Storage

Cloud storage is one of the cloud computing services which allows data users to store their data remotely to the cloud. Thus, most individuals, institutions, and organizations are outsourcing their data to the cloud. Most popular cloud-based storage services are Amazon S3, Google Drive, Microsoft Azure, Apple iCloud, Dropbox, etc. Cloud storage service brings significant benefits to data owners, say, (1) reducing capital and management costs (2) reducing cloud users’ burden of storage management and equipment maintenance, (3) avoiding investing a large amount of hardware, (4) accessing data over the Internet from any location from any devices such as desktop computers, laptops, tablets, and smartphones which offers increased flexibility and accessibility.
Penerapan Decision Tree Pada Penentuan Waralaba

Data mining is the process of extracting data into useful information. The extraction process in data mining itself consists of several parts including classification, estimation, prediction, cluster, and association. To get the best results from a data required an algorithm that processes the data. The algorithm that will be used is a decision tree or decision tree. Decision tree or decision tree is data mining with classification where the algorithm has simple rules that can make it easier and can handle noisy data and missing values. In this study using franchise data to obtain the best location for a franchise. This Franchise data is processed using a Decision tree where the accuracy results obtained are 81%. These results indicate that the level of reliability and reliability is very consistent. Franchising is currently very mushrooming and is a very good prospect for business development during the current pandemic. For this reason, a good analysis is needed to be able to determine the right type and location of the franchise, so that the profits can be maximized. To be able to obtain greater opportunities than other competitors.
Comparison YOLOv5 Family for Human Crowd Detection

Recent years have seen widespread application of crowd counting and detection technology in areas as varied as urban preventing crime, station crowd statistics, and people flow studies. However, getting accurate placements and improving audience counting performance in dense scenes still has challenges, and it pays to devote a lot of effort to it. In this paper, crowd counting models are proposed based on the YOLOv5 algorithm, and four YOLOv5 models (YOLOv5l, YOLOv5m, YOLOv5s, YOLOv5x) were built for the purpose of comparing the models and increasing the accuracy of crowd identification as each model contains certain characteristics such as Filter sizes. Each model was trained on a human dataset (indoor and outdoor) for the purpose of comparing the results of each model and showing which model reaches higher accuracy in detecting people. Through this study and practical experiments conducted on each model, it was found that the best model is YOLOv5x, and YOLOv5l, where the accuracy of detecting humans reached more than 96%, while YOLOv5s reached more than 92%, and YOLOv5m reached the lowest accuracy, which is 91%.
PENGARUH SARAPAN TERHADAP PERILAKU PERCAYA DIRI PESERTA DIDIK SD N 4 KUTOARJO

The purpose of this study was to measure the magnitude of the influence of Breakfast (Friendly Greetings with Smiles and Hugs) on the Confident Behavior of SDN 4 Kutoharjo Students in the First Semester of the 2021/2022 Academic Year. This type of research is quantitative. The instrument in this study is a questionnaire (questionnaire). The population of the study was 357 learners. The sample of this study was 177 learners. The prerequisite test in this study is the Normality Test with the Kolmogorov-Smirnov Test. The hypothesis test in this study is the Paired Sample t Test. The result of the study was that there were differences in the confident behavior of students of SDN 4 Kutoharjo in the first semester of the 2021/2022 Academic Year before after breakfast. Before breakfast, the average self-confidence behavior belongs to the low category. After breakfast, the average self-confident behavior belongs to the high category. Such differences include significant according to a significance of 0.000 and a count t [58.06] which is greater than ttable (1.97353). This means that there is a large and significant effect of breakfast on confident behavior.
3D human hands rendering by a six degrees of freedom collaborative robot and a single 2D camera

Human hands are essential in everyday tasks, mainly manipulating and grasping objects. Thus, accurate and precise three-dimensional (3D) models of digitally reconstructed hands are valuable to the world of ergonomics. A 3D scan-to-render system called the “3D hands model rendering using a 6-degrees of freedom (DoF) collaborative robot” is proposed to ensure that a person receives the best possible outcome for their unique anatomy. The description implies this is using a 6-DoF robot with a two-dimensional (2D) camera sensor that will encompass all forms of the production line in a timely, low-cost, precise, and accurate manner so that an individual can go to and scan their hand and have an actual 3D reconstruction print within the same facility, the same day. It is expected to generate an accurate hand model using structure from motion (SFM) system techniques to create a dense point cloud using photogrammetry. The point cloud is used to develop the tetrahedral mesh of the surface of the hand. This mesh is then refined to filter out the noise of the point cloud. The mesh can produce a precise 3D model that can tailor products to the consumer's needs. The results show the effectiveness of the 3D model of the hand.
Mathematical Communication skills through E-Learning Platforms: Covid19 affect

Objectives: This study aimed to investigate the availability of mathematical communication skills through e-learning platforms: the effect of Corona pandemic.&#x0D; Methods: A descriptive approach was used. A questionnaire for mathematical communication skills was constructed, consisting of (37) items. A sample of the students of Hashemite University consisted of (1492) male and female students.&#x0D; Results: The results showed that the availability level of mathematical communication skills through electronic platforms in the educational learning process, in general, is high, and there is a statistically significant difference in All skills of mathematical communication according to the variable of the college, in favor of members of the study sample students from the College of Information Technology when compared to their peers in the College of Educational Sciences. There is a statistically significant difference in skills (speaking, listening) in favor of the study sample students from the College of Engineering when compared to their peers in the College of Educational Sciences. the results showed statistically significant differences between the arithmetic averages of the responses of the study sample students about the effectiveness of electronic platforms in the educational and learning science under the current circumstances (Corona crisis) considering all mathematical communication skills, attributed to the gender variable and for the benefit of males.&#x0D; Conclusions: In light of the study results, it is recommended to work on training students and staff faculties for the optimal use of e-learning platforms, and to develop specialized training programs to design interactive e-learning environments that help activate mathematical communication skills.
Customer Satisfaction With a Named Entity Recognition (NER) Store-Based Management System Using Computer-Mediated Communication

With the rise of the popularity of e-commerce, it is evident that the service retail industries aim to reduce inventory and increase sales and profit margins. To achieve this, it is of paramount importance to establish excellent and effective interaction between customers and customer support. When a customer orders a product online, it is essential that the store demonstrates whether the products are in stock and the nearest stores to where the customers are. Currently, the needs of the customers are unlikely to be effectively met. Hence, the stores are unlikely to provide desirable products to customers even with high inventory. This paper investigates this issue at a typical and popular retail store in Vietnam. The authors present an investigation of this issue through two main stages. Corpus analysis for a set of collected text messages posted on the stores' websites for customer support was first carried out to explore the lexical patterns that indicate the customers' needs. This analysis revealed the frequency of customers' requests for the stores' locations where they can buy the goods and/or whether they are in stock. In the second stage of the investigation, the valuable findings from the corpus analysis were used for data extraction based on Named Entity Recognition (NER) software. The NER recognizes entities, including locations and names.