Reviewerly/exHarmony huggingface dataset:
Rancang Bangun Pembelajaran Jaringan Server dengan Sistem Server Cloud Virtual (Hypervisor)

Computers now have very high capabilities so they can be used virtualization. With computer capabilities that are high enough computer lab practicum and server administration can already be done on a pc or laptop that has virtualization applications installed. Network practicum and server administration that previously could only be done in the classroom, so with this technology it is expected that it can be practiced on a PC or personal laptop for each student, so that students are able to continue the practical scenario that has been given. Virtualization will use Hyper-V that already exists in Windows 7, Windows 8 and Windows 10. In the Hyper-V application 4 Windows servers will be installed, all of which will be installed and connected via Active Directory. All windows servers will be accessed using a computer and physical network through the Remote Desktop Connection application. So it is expected that with this study student will be able to practice outside the campus lab environment.
Perancangan Sistem Informasi Data Stock Controlling dengan Metode EOQ

Information thecnology development is quickly even in outlying places that are never feeld its benefit before, but nowdays they can deeply enjoy able with information thecnology serves in an online manner. The business are established and progressed usually organized their supply management there (in the business). Previously PT. MUTIA MULIA PADANG has difficulty in the supply of the management be cause of manual character.Controlling inventory or inventory management right is not easy. But if too little inventory results in the risk of inventory shortage, as they often can not be imported goods inventory stating sudden cessation of the production process, delays in profits, even loss of customers.It would require an inventory application to manage inventory control, then the company's needs will bemet with swift and precise, so as to control inventory. With the report in the form of file storage can allow minimize the potentially fatal errors, such as losing records. This application is built using the programming language PHP and MySQL, which assisted with modeling UML (Unified Modeling Language)
Who Should Pay the Cost: A Game-theoretic Model for Government Subsidized Investments to Improve National Cybersecurity

Due to the recent cyber attacks, cybersecurity is becoming more critical in modern society. A single attack (e.g., WannaCry ransomware attack) can cause as much as $4 billion in damage. However, the cybersecurity investment by companies is far from satisfactory. Therefore, governments (e.g., in the UK) launch grants and subsidies to help companies to boost their cybersecurity to create a safer national cyber environment. The allocation problem is hard due to limited subsidies and the interdependence between self-interested companies and the presence of a strategic cyber attacker. To tackle the government's allocation problem, we introduce a Stackelberg game-theoretic model where the government first commits to an allocation and the companies/users and attacker simultaneously determine their protection and attack (pure or mixed) strategies, respectively. For the pure-strategy case, while there may not be a feasible allocation in general, we prove that computing an optimal allocation is NP-hard and propose a linear reverse convex program when the attacker can attack all users. For the mixed-strategy case, we show that there is a polynomial time algorithm to find an optimal allocation when the attacker has a single-attack capability. We then provide a heuristic algorithm, based on best-response-gradient dynamics, to find an effective allocation in the general setting. Experimentally, we show that our heuristic is effective and outperforms other baselines on synthetic and real data.
Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches

This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are agar.io, Dots, Typing Challenge. Result of the experiment shows that music is able affects gaming performance is positively depending on genre of video game. Questionnaire response from every participant indicate that music has a strong correlation to video game experience and gamerâ€™s performance. Music affect significantly performance in Games that design to be fast paced and quick reaction; but not really shown in slow paced and tactical approached games. Further study needs to be conducted to see how the video game music affecting player combined with other elements of video game.
Hyperparameter optimisation for Capsule Networks

Convolutional Neural Networks and its contemporary variants have proven to be ruling benchmarks for most image processing tasks but resort to pooling techniques and routing mechanisms that affect classification accuracy and lose spatial relationship information between involved data points.Hence, Hinton et al, proposed a layered architecture called Capsule Networks (Capsnets) which outperform traditional systems by replacing pooling techniques with dynamic routing abilities.Capsnets are, thus, en-route to proving themselves as prospective future benchmarks in visual imagery tasks by surpassing existing state-of-theart results on the MNIST dataset.The two novel aspects inspected in this paper are: the enhancement of this performance on CIFAR-10 through regularization and hyperparameter optimization which, henceforth, augment applicability to stochastic numeric healthcare data helping uncover newer challenges of predictive neural networks.
A A STUDY OF LISTENING COMPREHENSION PROBLEMS ENCOUNTERED BY THE THIRD SEMESTER STUDENTS AT STMIK PRABUMULIH

Even though listening is often categorized as a passive activity, it is not a simple process as it may seem. There is an active process because in it. Listeners must focus on the spoken language and actively draw what message is being delivered. There are some factors that make a listener may need a lot of work to comprehend a spoken language such as colloquialism, accent, intonation, hesitation, word or phrase clusters, and content. Preliminary data gained from pre-observation at STMIK Prabumulih showed that the third semester students found themselves hard to acquire information from spoken language, hence it is necessary to find out the causes so that make an effort to develop their listening skills. The method used is descriptive research design. The result reveals that students encounter various kinds of listening problems in learning comprehension such as unfamiliar words, the length and of the spoken text, speed rate, lack of concentration and pronunciation, and the noises around come from both the background sound of the spoken language recording and environmental sound such as sound from outside classroom.&#x0D; &#x0D; Keywords: listening; comprehension; listening comprehension problems; descriptive
Correction to: Developing Social-Media Based Text Corpus for San’ani Dialect (SMTCSD)

In the original version of the book, the affiliations of the author group of the chapter “Developing Social-Media Based Text Corpus for San’ani Dialect (SMTCSD)” have been changed. The correction chapter has been updated with the changes.
Application of Model Based 3D Hand Tracking for Mimicking Robotic Wrist with Three Degrees of Freedom Using Microsoft Kinect Xbox One

This study aimed to mimic the human wrist movement in three degrees of freedom.Previous studies about robotic wrist mimicking used Skeletal Tracking of the Kinect with the application of Vector Multiplication as their algorithm, the problem of misalignment of the thumb with respect to the palm occurred, resulting bigger discrepancy especially to the roll movement which depends rigidly on the thumb and palm relationship.The proponents will solve this problem by applying the Model Based 3D hand tracking to disregard the problem of misalignment of the thumb and palm.Using Microsoft Xbox One, Python, LabVIEW and Arduino, the proponents implemented this algorithm as it only uses one reference node which is located at the center of the palm to acquire the data needed in controlling the robotic wrist.The proponents then verify it by evaluating the angle differences produced by the algorithm and the actual user.Also, by comparing the Skeletal Tracking and the Model Based 3D Hand tracking through the use of poses practiced by the previous study.
Correction to “Dynamic Summarization of Videos Based on Descriptors in Space-Time Video Volumes and Sparse Autoencoder”

The equation (13) in the manuscript has to be replaced with the following equation. <disp-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">\begin{equation*} Recall =\frac {N_{m}}{N_{GT}}\end{equation*} </tex-math></disp-formula>
Complexity of Fundamental Problems in Probabilistic Abstract Argumentation: Beyond Independence (Extended Abstract)

The complexity of the probabilistic counterparts of the verification and acceptance problems is investigated over probabilistic Abstract Argumentation Frameworks (prAAFs), in a setting more general than the literature, where the complexity has been characterized only under independence between arguments/defeats. The complexity of these problems is shown to depend on the semantics of the extensions, the way of encoding the prAAF, and the correlations between arguments/defeats. In this regard, in order to study the impact of different correlations between arguments/defeats on the complexity, a new form of prAAF is introduced, called gen. It is based on the well-known paradigm of world-set sets, and it allows the correlations to be easily distinguishable.
Design of Convolutional Network Based on Cascade

As to the phenomenon that traditional convolutional neural network using a single channel and a single scale convolution kernel to extract image feature leading to low classification accuracy, the cascade convolution module used to extract image feature in this paper. The module uses three different sets of convolution kernels to extract feature. In the process of sampling, the dimension of output is kept consistent. This module can reduces convolution layer parameters. Simultaneously, it also can increase the width and depth of the network. Convolutional neural network is built by using the module. The experimental datasets are Caltech256 and 101_food. Compared with AlexNet, the improved network model parameters of the module are reduced. The recognition accuracy of Caltech256 dataset is increased from 52.83% to 60.01%, and 101_food dataset is increased from 56.76% to 67.39%. The experimental results show that the cascading module can effectively improve network performance while reducing network parameters.
THE EFFECT OF BLENDED LEARNING TOWARD MEMORY RETENTION RATES OF NEONATAL RESUSCITATION SKILLS AND STUDENT’S PERCEPTION

Background: Retention is a goal in the learning process. The objective of this study was to compare the memory retention rates of neonatal resuscitation skills between blended learning strategies and conventional ones and to analyze the correlation of students’ perception on the implementation of blended learning towards memory retention rates of neonatal resuscitation skills.Method: This was an analytical study using quasi-experimental design applying posttest-only non-equivalent group design. The subjects of this study were students of DIII Midwifery Program of Health Polytechnic Palembang. The research subjects were divided into two groups; 25 subjects in blended learning group and 25 subjects in conventional group. The hypotheses were tested using Kolmogorov-Smirnov, to analyze the differences of memory retention rates of resuscitation skills between the two groups of study, and Chi-square test, to see the correlation of students’ perception on the implementation of blended learning with memory retention rates of resuscitation skills.Result: The results of study showed that the memory retention rates of neonatal resuscitation skills between blended learning group and conventional group were not significantly different. In addition, there was no correlation of students’ perception on the implementation of blended learning toward the memory retention rates of resuscitation skill.Conclusion: From the findings of this study, it can be concluded that there was no difference in the memory retention rates of neonatal resuscitation skills between blended learning strategies and conventional ones and there was no effect of the students’ perception on the implementation of blended learning towards the memory retention rates of neonatal resuscitation skills.
PENGEMBANGAN SISTEM INFORMASI UNTUK MEMFASILITASI PROSES ADOPSI ANJING BERBASIS WEB

Nowadays, the application of information systems can be applied in many fields, one of which is to support the process of adopting dog as a pet. The purpose of this research therefore is to develop an integrated information system that can be used to facilitate the process of adopting dogs. The developed information system which is web-based has several main functions, such as searching for dogs, managing adoption requests, monitoring dogs that have been adopted, and periodically managing user reports. The proposed system was developed using Rapid Application Development method, PHP programming language, Code Igniter frameworks, and MySQL database. Meanwhile, the system was tested using the black box testing method.
Using Automated Agents to Teach Negotiation

Negotiation is an integral part of our daily lives regardless of occupation. Although ubiquitous to our experience, we are never taught to negotiate. This lack of training presents many consequences from unfair salary negotiation to geopolitical ramification. The ability to resolve conflicts and negotiate is becoming more critical due to the rise of automated systems which look to replace various repetitive task jobs. In hopes of improving human negotiation skills, my work seeks to develop automated negotiation agents capable of providing personalized feedback. In this paper, I provide an overview of my past , current, and future work.
Predictive Adaptive Test with Selective Weighted Bayesian Through Questions and Answers Patterns to Measure Student Competency Levels

Computer Assisted Testing (CAT) system in Indonesia has been commonly used but only to displaying random exam questions and unable to detect the maximum performance of the test participants. This research proposes a simple way with a good level of accuracy in identifying the maximum ability of test participants. By applying the Bayesian probabilistic in the selection of random questions with a weight of difficulties, the system can obtain optimal results from participants compared to sequential questions. The accuracy of the system measured on the choice of questions at the maximum level of the examinee alleged ability by the system, compared to the correct answer from participants gives an average accuracy of 75% compared to 33% sequentially. This technique allows tests to be carried out in a shorter time without repetition, which can affect the fatigue of the test participants in answering questions.
IMPLEMENTASI ALGORITMA HILL CLIMBING PADA PENENTUAN JARAK TERPENDEK KOTA WISATA DI INDONESIA

Searching and determining the shortest route is a complex problem, looking for the shortest route from a number of attractions and the distance between attractions. With varying access paths, the shortest route search becomes the right choice using a website-based app that provides the closest route on a map using the SAHC (Steepest Ascent Hill Climbing) algorithm. Steepest Ascent Hill Climbing is a method of an algorithm that is widely used for optimization problems. One application is to find the shortest route by maximizing or minimizing the value of the existing optimization function. In research ii study using 34 provinces in Indonesia and every province, there are 5 most popular tour, accuracy value obtained in research determination of the shortest distance of tourist city in Indonesia is 93,3%.&#x0D;
Automation of android applications interactive prototypes development based on low-fidelity wireframes

Some mechanisms for automation of Android applications interactive prototypes development based on handwritten wireframes are described in the paper. The process of automation includes machine learning methods used for the handwritten wireframes recognition. The mobile Android application is developed to ensure user interaction with these mechanisms.
IMPROVING INTERNAL-VALUED INFERENCING WITH LIKELIHOD RATIO

This paper point out the limitations of Interval-Valued Inferencing as a defuzzification method for inference engines based on the Bandler-Kohout subproduct. As an improvement, a measurement on the likelihood of an inference result in an acceptance/rejection band suggested. With this improvement, more meaningful results are generated from a Bandler-Kohout subproduct based inference system, especially if it is implemented as a medical decision support system. To demonstrate the capability of this improvement, an experiment with a popular dataset is carried out.
Unsupervised Hierarchical Temporal Abstraction by Simultaneously Learning Expectations and Representations

This paper presents ENHAnCE, an algorithm that simultaneously learns a predictive model of the input stream and generates representations of the concepts being observed. Following cognitively-inspired models of event segmentation, ENHAnCE uses expectation violations to identify boundaries between temporally extended patterns. It applies its expectation-driven process at multiple levels of temporal granularity to produce a hierarchy of predictive models that enable it to identify concepts at multiple levels of temporal abstraction. Evaluations show that the temporal abstraction hierarchies generated by ENHAnCE closely match hand-coded hierarchies for the test data streams. Given language data streams, ENHAnCE learns a hierarchy of predictive models that capture basic units of both spoken and written language: morphemes, lexemes, phonemes, syllables, and words.
Compiling Cost-Optimal Multi-Agent Pathfinding to ASP

Multi-Agent Pathfinding (MAPF) over grids is the problem of finding n non-conflicting paths that lead n agents from a given initial cell to a given goal cell. Cost-optimal MAPF in addition minimizes the total number of actions performed by each agent before stopping at the goal. Being a combinatorial problem in nature, a number of compilations from MAPF to Answer Set Programming (ASP) exist. In this paper we propose a new one, which unlike existing ASP approaches (1) produces cost-optimal solutions, (2) exploits information that can be pre-computed quickly using Dijkstra's algorithm, and (3) when grounded, produces a number of clauses that grows linearly with the number of agents. In our empirical evaluation, in which we use the clasp solver, we show that our approach is superior to heuristic-search-based algorithms in various settings.
New equalities connected with intuitionistic fuzzy matrices

This paper, introduce a new implication of intuitionistic fuzzy matrix and study its algebraic properties.Also investigates the equalities of intuitionistic fuzzy matrix in the case where this new implication is combined with the well known operations for intuitionistic fuzzy matrices.
Sistem Informasi Madrasah Diniyah Mesjid Al-Marhamah Berbasis Online

Madrasah Diniyah is a non-school religious educational institution that is expected to deliver Islamiceducation continuously beyond the teachings that already exist in regular school. As an educational institution, within it, there are several aspects such as grades and attendance that haven’t beenmonitored well, especially by parents, thus these parent are in ableto know the grades &amp; attendance of their children in the given time.With an online-based application, it is possible forparents, teachers and MDA management to know the knowledge development of these students (santri) through aspects such as grades, attendance, Al-Qur’an recitation and etc. , so the students achievements can be monitored well by teacher and parents.
Research on the Teaching Mode of Information Technology Course Based on Education Cloud Platform

With the development of technologies such as cloud computing and big data, exploring the teaching model based on the education cloud platform has become a research hotspot. After reviewing the development status of domestic information technology courses and education cloud platform, this paper analyzes the technical characteristics of cloud platform based on Mudanjiang education cloud platform, and combines the characteristics of information technology discipline to design a teaching model based on education cloud platform. The activities of the teachers and students in the three stages before, during and after the class and the supporting role of the platform were clarified. Finally, the model was applied to the practice of junior high school information technology. The results show that the teaching model based on the education cloud platform is conducive to improving students' learning ability and has a positive impact on students' interest in learning, classroom participation and knowledge application ability.
eHealth as the Trigger Initiative That May Foster Development in Health Care Delivery in Tanzania

The Tanzania Ministry of Health, Community Development, Gender, Elderly, and Children developed eHealth Strategy aims to leverage the implementation of Information Communication Technology (ICT) in health service delivery [4]. The eHealth strategy in Tanzania was accord from the World Health Organisation after recognized the usage of ICT in supporting the delivery of health and health-related interventions [11]. The strategy promised various issues to be done by the Ministry in various capacities through its 16 Strategic Objectives (SO). Those promises were divided into four main categories of implementation which are eHealth Foundation with three SO, eHealth Solution with eleven SO, Change and Adoption with one SO, and lastly eHealth Governance with one SO. The implementation of eHealth initiatives has contributed tremendously to the changes and awareness of ICT in health services delivery in various capacities due to well-structured and adhering of the SO agreed on 2013. This has proven by changes of attitude for the health practitioners including doctors, nurses, administrators who are working to the health facilities in Tanzania. Clients who receive health care at health facilities are recognizing the importance of ICT in service delivery especially on reducing waiting time, and through the existing link between one department for example finance unit, medical record unit, and dispensing/pharmacy during the delivery of care to patients this link facilitate well-structured communication within the facility which smoothening the client/patients to practitioners interaction. Furthermore, it improved access of client information for the purpose of proper completion of a continuum of care to authorized practitioners within the facility.