Reviewerly/exHarmony huggingface dataset:
Proposed Algorithm Using Image in Multi Level Text Steganography

The newly emerging technologies enable us to deliver and share the information in the form of multimedia. However, the major issue is security without disturbing the personal data. In such case, steganography can be used as a most suitable technique. Basically steganography is the art and technique of hiding important data which we want to send over a channel or transmission medium. The hiding of information is made with the carrier so the the hacking of data will be difficult. Generally, we have two choices to hide the data, i.e. image or video. For effectual and fortunate embedded process, it is very important to select correct pixel in a video image. These pixels are playing important role in storage of secret information. Here, we are focused on the text based steganography.Generally, there are various types of the steganography viztext, audio, video, image type, protocol type etc. Carrier plays an important role in the steganography. This carrier is also known as the cover. In this present study, we aim to evaluate the carrier on text steganography. We proposed an algorithm which is useful for the multi-level text steganography, which is more advantageous than the standard least significant bit algorithm. Two different tests were used to prove proposed algorithm and checked the time of implementation needed for both algorithm and Peak Signal to Noise Ratio to new image. MATLAB was used to implement algorithm, which was most useful computational language.
PENGGUNAAN TEKNIK DRILLING UNTUK MENINGKATKAN PENGUASAAN KOSA KATA BAHASA INGGRIS MAHASISWA POLITEKNIK LP3I JAKARTA KAMPUS CIKARANG

This research entitled “The Use of Drilling Technique to Develope Polytechnic LP3I Jakarta Campus Cikarang Students’ Vocabulary Mastery”. The main objective of this research is to develope students’ vocabulary mastery after being taught by using d rilling technique. The data from the observation that has been taken are analysed descriptively while the data from the test are analysed quantitatively. Data collective done by giving test for vocabulary mastery (multiple choice/350 items). The participants of this research are 100 students of Polytechnic LP3I Jakarta Campus Cikarang NPM 2016 . Out of 100 students, 20 students are taken as samples by using simple random sampling. The result of this research shows that using d rilling technique can improve students’ vocabulary mastery . This is proven by percentage of passing student that improved. The percentage of learning target is 80% and the standard score is 80. T he result of this research shows that there is an increase 30% after the students are taught by using drilling technique. Drilling is an appropriate technique used to improve students ’ vocabulary mastery . The result of this research is helpful information for English lecturers in teaching vocabulary .   Keywords : drilling technique, vocabulary mastery
Implementation Automatic Image Tag Assignment and Refinement using Machine Learning Technique

Tag-based image search is one of the important methods to find images contributed by social users in such social websites. How to make the top ranked result relevant and with diversity is challenging Tag-based image search. It is commonly used in social media than content-based image retrieval and context and content-based image retrieval. Social image tag refinement is to remove the noisy or irrelevant tags and add the relevant tags. The testing data is for image tag assignment and images are randomly chosen as the learning data while the rest ones are used as the testing data.
IMPLEMENTATION OF DECISION TREE AND K-NN CLASSIFICATION OF INTEREST IN CONTINUING STUDENT SCHOOL

Education is important to prepare quality Human Resources (HR) because quality human resources is an important factor for the nation and state development. Therefore, it is expected that every citizen has the right to get high educational opportunities from the 12-year compulsory education level. This study aims to implement the Decision Tree and K-NN algorithm in the classification of student interest in continuing school. This study proposes combining the Decision Tree and K-NN algorithm methods to improve accuracy with the Gain Ratio, Information Gain and Gini Index approaches for the measurement process. The test results show that the use of the Decision Tree algorithm produces an accuracy value of 97.30% while using the K-NN algorithm produces an accuracy of 89.60%. While the proposed method by combining the Decision Tree and K-NN algorithms produces an accuracy value of 98.07%. The results of evaluation measurements using the Area Under Curve (AUC) on the Decision Tree algorithm are 0.992 and the AUC on K-NN is 0.958 and on the combination of the Decision Tree and K-NN algorithms of 0.979. These results indicate that the proposed algorithm is very significant towards increasing accuracy in the classification of the interests of high school students continuing school
Establishment and practice of land subsidence control and management system for deep foundation pit dewatering in Shanghai

Abstract. At present, large-scale engineering construction activities, especially deep foundation pit dewatering, are important factors of land subsidence in Shanghai, which induces uneven land subsidence. To solve this problem, this paper puts forward a technical approach to prevention and control the land subsidence. Based on the practice of joint work by multiple administrative departments in Shanghai, this paper further combines the technology and management measures effectively, and summarizes the management system of land subsidence control for deep foundation pit dewatering. Meanwhile, this paper provides the key workflow, starting from the whole process control of construction project for feasibility demonstration, design, construction and completion. The practice shows that the whole process of deep foundation pit dewatering control and management provides a powerful guarantee for land subsidence prevention and control.
PERANCANGAN GAME PETUALANGAN SEBAGAI SARANA PEMBELAJARAN EDUKASI BERBASIS ANDROID

Today, mobile devices are very popular with the public and the android operating system become the most famous mobile phone in the world because of its sophistication and efficiency to be everywhere. One feature that is often used in Android is a game. Learning by the method of reading through a book directly usually causes boredom for a reader while studying. Because of the identical content of the book, it usually contains only ordinary writing and pictures, so that a reader tends to get bored and lazy to learn more. Therefore, the author makes an adventure game that combines games and education, as a medium for learning and playing that is interesting. Game level consists of three levels where each level is given questions about accounting learning with different levels of difficulty. Making this game application is intended for Vocational High School students majoring in Accounting as well as for the general public to increase knowledge about accounting. This game was created using the Construct2 application based on HTML5 and Adobe Photoshop. Based on the results of research and submission of the questionnaire that the author did, it was found that the percentage of answers to the questions of 10 respondents stated that this game can increase knowledge about accounting, and overcome boredom in learning accounting.
DESIGN SMART MINE EXERCISE POSITIONING USING GLOBAL POSITIONING SYSTEM (GPS)

Marine mines are one of the supporters in securing the marine region of NKRI. In relation to marine mines, the Navy has mapped mines to the territorial waters. The importance of mine site mapping information aims to prevent landmines from being a feeding weapon for the NAVY's Alutsista. In realizing a mine-site mapping and location system that can provide geo-location information for mines using Arduino devices. Build your exercise Smart mine positioning using Global Positioning System (GPS) Neo-M6. A study in providing latitude and longitude location information is packaged using a GPS module that is connected to the Arduino processing device to obtain the location coordinates of the latitude and longitude mines. Test results of GPS-based location tracking devices are obtained by the results of location data in latitude and longitude formats. Smart Mine location identification, can be applied using GPS based on the results of the design and creation of the system that has been done. Location displacement speed calculations can be obtained by calculating the starting location with the updated location in a time span and converting to a unit of distance. Based on the results of the speed test can be obtained even if the device's location position is unchanged, this is due to the GPS data always changing due to the level of position accuracy obtained from satellites. The use of the Neo-M6 GPS can be applied to the latitude and longitude location identification systems acquired a relatively small error value with an average satellite number obtained by as much as 8 satellites. The use of the Neo-M6 GPS, to get GPS data from satellites is a long time, the problem of GPS gets satellite data due to the less supportive weather conditions.&#x0D; Keyword: GPS Neo-m6, Arduino Mega 2560, weather.
Deep reinforcement learning based intelligent decision making for multi-player sequential game with uncertain irrational players (Conference Presentation)

In this paper, multi-player sequential game with an unknown non-stationary irrational player is investigated for cooperative autonomous robots decision-making applications. In practice, the irrationality of agents can seriously degrade the effectiveness of decision making especially for distributed cooperative tasks with applications to multi-robot systems. Specifically, The irrationality can be caused by the cooperation agent's mechanical failure or sensor flaw. To handle this issue, a novel dynamic evaluation system, which includes two important parameters, i.e. cooperation index and competitive flag, is designed to efficiently quantify the player's level of cooperation or competition firstly. Then, the continuous deep Q network space is proposed to predict the action value with respect to a continuous cooperation index.
LibGuides: Library Course Reserves: Starting Lists through eLearning

Library Course Reserves use Leganto. Created by Ex Libris, Leganto is an online application that supports the creation and management of course resource reading lists.
Designing embodied interactions for informal learning: two open research challenges

Interactive installations that are controlled with gestures and body movements have been widely used in museums due to their tremendous educational potential. The design of such systems, however, remains problematic. In this paper, we reflect on two open research challenges that we observed when crafting a Kinect-based prototype installation for data exploration at a science museum: (1) making the user aware that the system is interactive; and, (2) increasing the discoverability of hand gestures and body movements.
Studying the Problem of the Development of Perceptions and Imagination in Fine Arts by Foreign Scientists

Art works have been created not only for aesthetic education, but also for educational and upbringing purposes. Such information is perfectly reflected in the subject called the history of art. The author acknowledges that a large number of people cannot distinguish colors. This negatively affects the proper and complete perception of visual art. The article deals with the problems of fine arts in children’s development and strengthening the mind. This study mainly examines the extent to which it influences the development of students' creative activity, not the art itself.
Viscosity based liquid classification using Artificial Neural Network

Every liquid has certain properties, which signifies its usage in various applications. One of the major property for identification of liquid is through the determination of its viscous behaviour. This paper aims at classification of different liquids by comparing their viscosity. A hardware has been designed to obtain the frequency of different liquids. A strategic relationship between the frequency of liquid and their viscosity has been significantly correlated by using Artificial Neural Network (ANN) model. A model has been designed using ANN which is a viable tool for classification of 49 different liquids on the basis of their frequencies. This helps in categorizing these liquids into 2 categories i.e. type 0 and type1. Promising results were obtained by the ANN model for different categories of liquids. High correlation coefficient 0.96521 and less Mean Square Error (MSE) 0.0145 were achieved which provides a framework for liquid identification based on their viscosity.
Cal Lutheran's Newly Created School of Professional and Continuing Studies

Women in Higher EducationVolume 29, Issue 5 p. 10-15 Continuing Education Cal Lutheran's Newly Created School of Professional and Continuing Studies Mary Lou Santovec, Mary Lou SantovecSearch for more papers by this author Mary Lou Santovec, Mary Lou SantovecSearch for more papers by this author First published: 21 April 2020 https://doi.org/10.1002/whe.20846Read the full textAboutPDF ToolsRequest permissionExport 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 onFacebookTwitterLinkedInRedditWechat No abstract is available for this article. Volume29, Issue5May 2020Pages 10-15 RelatedInformation
Guided Dyna-Q for Mobile Robot Exploration and Navigation

Model-based reinforcement learning (RL) enables an agent to learn world models from trial-and-error experiences toward achieving long-term goals. Automated planning, on the other hand, can be used for accomplishing tasks through reasoning with declarative action knowledge. Despite their shared goal of completing complex tasks, the development of RL and automated planning has mainly been isolated due to their different modalities of computation. Focusing on improving model-based RL agent's exploration strategy and sample efficiency, we develop Guided Dyna-Q (GDQ) to enable RL agents to reason with action knowledge to avoid exploring less-relevant states toward more efficient task accomplishment. GDQ has been evaluated in simulation and using a mobile robot conducting navigation tasks in an office environment. Results show that GDQ reduces the effort in exploration while improving the quality of learned policies.
IMPLEMENTASI METODE EKSPERIMEN BERBANTUAN MEDIA KONKRET UNTUK MENINGKATKAN LONG TERM MEMORY DAN KEMAMPUAN DASAR KOGNITIF ANAK KELOMPOK B TAMAN KANAK-KANAK INDRA PRASTA KUTA

This study aims to investigate the increase in long term memory and basic cognitive ability in group B children of Taman Kanak-kanak Indra Prasta Kuta and obstacles faced by children in learning using experimental method with concrete media. The implementation of this research was based on the results of preliminary observations indicating that the long term memory and basic cognitive ability of children are still low. This study was an action research conducted in two cycles. Subjects were children in group B (B5) of 17 children. The study was conducted in the second semester (even) in the Academic Year 2013-2014. The research procedure follows circles such as planning phase, implementation phase, observation phase, and reflection phase. The data were collected by using observation and taken by using descriptive qualitative method. The results show that the implementation of the experimental method with concrete media can improve (1) long term memory of children at the end of the first cycle by 41.18 % (7 children) achieving the expected standard with the categories of good and very good, and at the end of the second cycle, it increases by 100 % (17 children) achieving the expected standard with the categories of good and very good. (2) Cognitive basic ability of children at the end of the first cycle by 52.94% (9 children) achieving the expected standard with the categories of good and very good, and at the end of the second cycle, it increases by 100 % (17 children) achieving the expected standard with the categories of good and very good.
Trial of Generative Design Method Using Dummer Agent

This paper described the development of diverse shape generation methods using dummer agents for the purpose of proposing a method for diversity using Generative design (GD). Specifically, we proposed a new GD method that introduces a concentration gradient of substances observed in the morphogenesis of organisms as one of the rules and creates diverse shapes by combining triangular shells, which are morphological elements, according to the rules. As a result of the trial of the proposed method, it was confirmed that a form with a certain diversity was created.
Modelling Traceability in Recommender Systems

Recommender Systems are valuable tools which suggest meaningful and useful items to users. In a previous research project, a real recommender system which offers personalized recommendations of items to health professionals and medical specialists in the context of Continuing Medical Education (CME) was designed and developed. Traceability helps recommender systems to generatejustifications about the criteria used for selecting the suggestions of items to the active user. This paper presents a novel approach for modelling traceability in recommender systems in the given context. The proposed approach shows how to use different levels of relationships between users to trace the origin of the recommendations. An important contribution of this research is to explain how to generalize the proposed model of traceability in recommender systems. In addition, an automated approach towards communicating the origin of the recommendations to the users is proposed.
AUTOMATIC GRADE PROMOTION POLICY AND ITS INFLUENCE ON PUPILS’ ACADEMIC ACHIEVEMENT AMONG PUBLIC PRIMARY SCHOOLS IN KIRINYAGA CENTRAL SUB-COUNTY, KENYA

There has been a declining trend in performance among pupils in public primary schools at Kenya Certificate of Primary Education (KCSE) examinations since the introduction of automatic grade policy. The cause of this worrying trend is blamed on, among other factors, the implementation of the policy. The purpose of this study was to establish the influence of automatic grade promotion policy on pupils’ academic performance in Kirinyaga Central Sub-County. Specifically, this study sought to establish; the status of adequacy of physical facilities in primary schools arising from the implementation of automatic grade promotion Policy in Kirinyaga Central Sub County, and the impact of physical facilities on performance of Pupils’ academic performance at KCSE among primary schools in Kirinyaga Central Sub-County. This study used descriptive survey research design and adopted a mixed method approach. The population of the study was 32 head teachers, 181 teachers and 2170 pupils; and a sample of 30 head teachers, 118 teachers and 325 pupils. Purposive sampling technique was used to sample head teachers while simple random sampling was used on the teachers and pupils. Questionnaires were used to collect data from teachers and pupils, while sampled head teachers were interviewed. Questionnaires were piloted in a neighboring Sub County using test retest method and reliable reliability index of 0.702 and 0.756 obtained for teachers’ and pupils’ questionnaires respectively. The questionnaires and interview guide were adequately validated and administered. Quantitative data is tabulated while qualitative data was analyzed thematically in line with the research purpose and to answer the research questions. The study established that there are inadequate physical facilities in primary schools in the study area arising from the implementation of the automatic grade promotion. It further found out that the facilities were not adequately maintained and therefore compromised learners’ health and safety, and hampered instruction. The study concludes that school physical facilities influence pupils’ academic achievement. The study recommends that; government and other stakeholders should provide adequate physical facilities in schools alongside complementary resources for effective implementation of automatic grade promotion policy, schools should institute routine schedule of maintaining the available physical facilities. It further recommends a similar study be carried out in other Counties and to engage a larger population and more variables. Article visualizations:
Round table technology in university educational process

The process of building students' competence must meet modern requirements and include the use of innovative technologies. The development trends of modern society have led to the emergence of a competency-based approach in vocational education. In the process of building professional competence, it is necessary to use technologies that meet the requirements of the Federal state educational standards which contribute to the development of practical focus of training. Among such technologies we single out technologies for holding a round table. The technologies of the round table are not new, but due to combination with various innovative technologies, they become more relevant. The implementation of the round table in the training of vocational education teachers is a discussion process that speculates about a relevant topic requiring a comprehensive analysis. Modern conditions provide arrangements of round tables with their own specifics. The purpose of the article is to identify the effectiveness of holding round tables in students’ preparation in higher educational institutions. The article presents basic principles on which the technology of the round table is based, its ideas and essence, as well as the features of its holding. A study conducted at a pedagogical university during the training of vocational education teachers is presented. It showed the need for implementing round-table technologies in preparing students for future professional activities, as the ones allowing students to build effective discussions, negotiate based on arguments and facts. We have identified the effectiveness of the "round tables" in the training of students in higher educational institutions. The study made it possible to establish the level of students’ preparedness for conducting effective discussions for the implementation of future professional activities in secondary vocational educational institutions. The technology of the round table allows to increase the knowledge level of students. The results can be used in students’ training in various faculties.
BU Library: BU Canvas Support & Resources: Grading & Quizzes

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