Reviewerly/exHarmony huggingface dataset:
Suppression for Phase Error of Fringe Projection Profilometry Using Outlier-Detection Model: Development of an Easy and Accurate Method for Measurement

Fringe projection is an important technology in three-dimensional measurement and target recognition. The measurement accuracy depends heavily on the calibration of the absolute phase and projector pixels. An easy-to-implement calibration method based on the Random Sample Consensus (RANSAC) algorithm is proposed to exterminate the phase error data and elevate the measurement accuracy in a fringe projection system. The reconstruction experiments of a double-sphere standard demonstrate that the uncertainties in radius and sphere-distance measurement are reduced to one thousandth of the measured value or even less, and the standard deviation in multiple measurements is restricted to within 50 μm. The measurement accuracy provided by the proposed RANSAC method can be improved by up to 44% compared with that provided by traditional least squared method (LSM). The proposed calibration method is easy and simple to implement, and it does not need additional hardware, but rather a calibration board.
Exploring the Experience of Culture and Arts Education using Metaverses

This study explored in-depth the immersion and enjoyment of cultural arts education in a virtual world using a metaverse, the limitations during the experience, and the changes they perceived as a result of this learning process, which were categorized into 6 components and 11 subcomponents. First, the improvement of self-confidence in being able to utilize the metaverse was manifested as growth in the experience of recognizing and applying the metaverse configuration and demonstrating leadership by giving opinions in the creation of the metaverse; second, the cognition that was embodied through the problem-solving process was manifested as problem-solving methods and knowledge acquisition through repeated challenges; and third, The fun and immersion of cultural arts education in the metaverse were derived from personalized expression through customization in the metaverse, fun of collaboration in the collaboration process, flow of time through immersion in the metaverse education, limitations of language expression and organization in using the metaverse, limitations of implementing unified behavior in the metaverse, and poor communication in online classes. Fourth, the sense of reality in the metaverse is the sense of reality in the metaverse, and finally, the differences between face-to-face and metaverse classes resulted in close teaching and collaborative activities such as mentoring.
Importance-Performance Analysis on Teaching Skills of Pre-service Physical Education Teachers Using Virtual Reality Teaching Simulation Based on Personalized System for Instruction Model

The purpose of this study is to verify the effectiveness of the VR teaching simulation used in the physical education department of ‘W’ University and the ‘physical education teaching method’ class. Fifty two students of the Department of Physical Education who participated in the demonstration of VR-based physical education classes were selected as research sunjects, and an IPA survey on the teaching capacity of pre-service physical education teachers was conducted online pre and post the demonstration. The collected data went through a coding process and was analyed using the SPSS 18.0 program. Paired Samples-t-test was conducted to analyze pre-post importance and performance. First, as a result of the pre-post analysis of importance, there was a signigicant difference in the ‘conclude’ stage of physical education class, and a significant difference was found in the performance level in the
INTERKONEKSI APLIKASI ADMINISTRASI PERKANTORAN DENGAN APLIKASI PELAYANAN PERIJINAN PEMERINTAH DAERAH

&lt;p&gt;&lt;em&gt;This study aims to determine whether it is necessary to design and implement the interconnection of office administration applications (Srikandi) with licensing service applications (SiCantik Cloud). This research is classified as case study research which is qualitative research. Research data was collected using in-depth interviews, direct observation and documentation methods. To test the credibility of the data, a triangulation test was carried out. The results of this study indicate the need to design and implement the interconnection of the Srikandi application with the SiCantik Cloud application at the One-Stop Integrated Investment and Licensing Service, Sorong Regency.&lt;/em&gt;&lt;em&gt;&lt;/em&gt;&lt;/p&gt;&lt;pre&gt;&lt;em&gt; &lt;/em&gt;&lt;/pre&gt;&lt;pre&gt;&lt;em&gt;Keywords:&lt;/em&gt;&lt;/pre&gt;&lt;pre&gt;&lt;em&gt;Interconnection; Srikandi; SiCantik Cloud&lt;/em&gt;&lt;/pre&gt;
Modelling of the Hydrogeological Behaviour of the Tassette Aquifer: Study of the Possibilities of Exploiting This Aquifer as an Alternative against the Limestone Problem in the Commune of Thies

Senegal’s drinking water supply comes on the one hand from groundwater and mainly from Maastrichtian and Paleocene aquifers. The Tassette area included in the Thies region has such potential that the Paleocene is currently exploited to cover a certain part of Dakar’s important water needs. In addition, the city of Thies is itself confronted with the problems of limestone present in its drinking water and generally creating problems of scaling pipes. A water transfer is therefore a possible option to deal with this situation. This study will consist of modelling the Tassette aquifer to determine if it will cover Thies’ water needs over a period of 20 years. To assess the responses of the groundwater to pumping at this level and the changes that may occur, a numerical hydrogeological model is necessary. In order to have a better overview of the area, boreholes and piezometric tests were carried out, highlighting the different characteristics of the aquifer and the water it contains. Based on these, the model was developed according to a mesh system and more precisely by discretization and simulation according to the finite difference method from the Visual Modflow Flex software. The results observed for this modelling show that the city of Thies cannot be supplied as a whole. This mining model also causes brackish water intrusion. On the other hand, the additional withdrawal of a certain quantity of water compared to the current situation does not have as great negative impacts and would still partially meet the expectations of this modelling.
STUDENTS' PERCEPTION OF THE USE OF GOOGLE FORMS IN ENGLISH SUBJECT

Information Communication Technology (ICT) has become the centre of the teaching and learning process in the 21stcentury. The Covid-19 pandemic made teaching and learning shift to online and partially abandoned the conventional method. Google Forms is one of the applications commonly used by teachers to give students exercises and administer tests. Google Forms is a web-based data collection tool offered for free as part of the Google Suite application suite provided by Google Cloud. Hence, this study investigates the students' perception of using Google Forms in an English subject. This study was conducted through a qualitative descriptive method, and purposive sampling was employed to collect the data. The participants in this research were 15 students in grade 10 from one of the senior high schools in Magelang. This study gathered the data through a questionnaire and an interview. The closed-ended questionnaire data were analyzed by the frequency of students' responses and were stated in percentages. Then, the interview was taped, transcribed, and analyzed. The study concludes that Google Forms helps students do their homework more effectively and efficiently. The students believe that Google Forms is more practical in helping them do exercises than paper as they need to erase and type if they want to change the answer. Although most students claim that Google Forms is effective and efficient as a method of doing exercises, they also feel that there need to be more features that can motivate students to participate in the class. As a result, students' motivation does not improve using Google Forms.
USING COOPERATIVE LEARNING MODEL WITH PEER TUTORS TO IMPROVE UNDERGRADUATE STUDENTS' READING ACHIEVEMENT

This research is aimed to improve students' reading achievement by implementing cooperativelearning with peer tutors in the learning process. The subjects of this research were the students of XI MIPA 1of SMA Negeri 1 Pupuan studying reading in the English subject in academic year 2022/2023. The data of thisresearch were collected using a reading test. The result of this reasearch was analyzed by using descriptiveanlysis. The study found that students achieved improvement in reading achievement after being taught usingcooperative learning with peer tutor method. The improvement was signified by the increase of the students'mean scores from the preliminary study to the end of the second cycle. Students' initial mean score was 69with 30,77% of completion in preliminary study. Students' mean score increased to 74 with the total numberof mastery learning of 61,54% after the first cycle. In the second cycle it had increased into 76,81 with 88,64%of mastery learning. The data analysis implies that the implementation of cooperative learning model with peertutor has been able to increase the reading achievement of the students in XI MIPA 1 of SMA Negeri 1 Pupuan.
CALL EVALUATION: STUDENTS' PERCEPTION AND CHALLENGES ON THE USE OF VLE AND GAME-BASED LEARNING

This study investigates students' perception and challenges on the use of VLE and Game-based learning in their lessons. The samples of this study were taken from students who study in one of private school located in Badung regency, Bali. This school has three different levels of education, such as primary level, secondary level, and high school level. A mixed-method approach was used to gather the data in this study which means the researcher collected and analyzed both quantitative and qualitative data. The quantitative data was taken from questionnaire results, while the qualitative data was taken from interview results. 30 students were asked to fill the questionnaires and only 5 of them were interviewed. The result of the questionnaires shows most of the participants have positive perceptions and interest toward the use of VLE and game-based learning platform. The highest score is 4.00 and the lowest score is 3.30 Furthermore, the average score from all of the participants' responses is 3.69. According to the table of the mean score, 3.69 is categorized high degree. Furthermore, based on the interview result, the participants were also having challenges when using the VLE, like having trouble connecting to the internet. The final result of this study is expected to help educators preparing the right methods of teaching and learning for their students. Keywords: VLE, Game-based Learning, Perception, Challenges
Pengaruh Model Pembelajaran Kooperatif Tipe STAD Berbantuan Media Puzzle Terhadap Hasil Belajar Siswa Pada Pembelajaran Matematika Kelas 2 SD

Classical lecture and question and answer methods are mostly chosen by teachers. As a result, students are less enthusiastic in following the lesson and the classroom atmosphere looks inactive. To improve students' learning outcomes, a learning innovation based on the STAD type cooperative learning model is needed. The purpose of this study was to analyze the effect of the STAD type cooperative learning model assisted by Puzzle Media on student learning outcomes in Grade 2 mathematics learning. This research uses quantitative research using experimental methods. The design form used in this research is true experimental. In this study the research subjects were divided into two groups, namely the control class group and the experimental class group. Of the two classes, the control class and the experimental class were determined, class II A was selected as the experimental class and class II B was selected as the control class. The technique used in collecting data in this study used a test instrument. The results of this study are the average of the experimental class which is 70, 17 and the control class is 57, 00, from these results there is a significant difference in learning outcomes which indicates the effect of the STAD type cooperative learning model as an effective learning innovation that can be applied so that learning is fun for students.
Pengembangan Media LAUT (Lompat Aksi Ular Tangga) Pada Pembelajaran Matematika Materi Pengukuran Waktu, Dan Panjang Kelas 4 Di Sekolah Dasar

This study aims to make learning interesting and to assess the feasibility of the SEA media (Snake Ladder Action Jump) in the material for measuring time and length in Grade IV Elementary Schools. The research method used is the ASSURE model development research method (Analyze, State, Select, Untilyze, Response, Evaluation). Media experts gave LAUT a media score of 91.60%, then material experts gave 92.50% and educational experts gave a score of 92%. The results of the small trial were 93% and the large trial obtained 95.68%. And also the pre-test results obtained 54.51% and the post-test results obtained 86.45%. So it can be concluded that the SEA media for material measuring time and length is very feasible to use and also efficient for learning mathematics.
Analisis Dampak Game Online Mobile Legend Terhadap Sikap, Pengetahuan, dan Keterampilan Peserta didik Kelas V

Online games are a sign of fast-growing technological advances. This research aims to 1. Analyze the knowledge gained by students from playing online mobile legend games, 2. Analyze attitudes acquired by students from playing mobile legend online games, 3. Analyze skills acquired obtained by students from playing mobile legend online games. This type of research uses qualitative methods, data collection techniques in this study are observation, interviews, and documentation. The data analysis technique used is Miles &amp; Huberman's data validation with steps data collection, data reduction, data display, conclusion drawing/ verification. The validity of the data in this study used two types of triangulations, namely source triangulation and technical triangulation. The results of this study are 1. Knowledge gained by students from playing mobile legend online games that students when playing mobile legend games get new vocabulary, namely vocabulary in the form of push, kill, ulti, good game, buff, lord, minion, turtle , victory, defeat etc., 2. Attitudes obtained by students from playing mobile legend online games in terms of the emotional attitude of students have not been able to control their behavior as evidenced by delaying worship, eating, parental orders, besides that it is not uncommon for them to say dirty words when you get team members who are not good at playing. However, emotional attitudes such as speaking harshly are not addressed when they interact with older people. Besides that, playing games for 3-5 hours also inhibits other activities, 3. The skills acquired by students from playing mobile legend online games students are able to interact with older people because in the mobile legend game there is a voice feature where they can talk to team members, this is not realized that it is also included in social interaction, besides that they also carry out direct social interactions such as reciting the Koran, and playing.&#x0D;
Peningkatan Hasil Belajar Peserta Didik Pada Pembelajaran Tematik Terpadu Menggunakan Model Cooperative Learning Tipe Team Game Tournament (Tgt) Di Kelas V

More than half of students get learning outcomes under the Minimum Learning Mastery that has been set, this is due to the monotonous learning process, the lack of teacher innovation in developing learning models, and teacher-centered learning. To get optimal learning results, the cooperative learning model of the Team Game Tournament type is used which is student center, educative and fun. This study aims to describe the use of the Team Game Tournament (TGT) cooperative learning model in improving the learning outcomes of fifth grade students. This research is a Classroom Action Research consisting of two cycles. Cycle I consisted of 2 meetings and cycle II consisted of 1 meeting. The data obtained were analyzed using qualitative and quantitative analysis. There was an increase in the lesson plan assessment, namely 87.45% in cycle I and 95.4% in cycle II. The activities of teachers and students in cycle I obtained a score of 80.3% and 73.2% respectively and scored 92.8% and 89.2% in cycle II. In integrated thematic learning, students' learning outcomes obtained a score of 72.52 in the first cycle and obtained a score of 83.19 in the cycle II.
Correlation among game addiction, achievement emotion, and learning motivation: A study of Indonesian youth in the context of e-learning system

This study investigated the correlation between game addiction, achievement emotions, and motivation in the e-learning context. This research collected data through an online questionnaire that briefly explained the study’s aim, demographic questions, the Game Addiction Scale (GAS), the e-Learning Achievement Emotion Questionnaire (eLAEQ), and the e-Learning Motivation Scale (eLMS). 607 high school, undergraduate, and graduate students participated in this study — Data analysis involved the utilization of structural equation modeling. The study findings reveal that game addiction substantially impacts positive and negative emotions and intrinsic and extrinsic learning motivations. Moreover, positive emotions significantly affect intrinsic and extrinsic learning motivations. Conversely, negative emotions have a substantial impact on intrinsic learning motivation but not on extrinsic learning motivation.
Keefektifan Penggunaan Teknik Kata Kunci terhadap Keterampilan Menulis Puisi Epigram Berbasis Pendidikan Karakter

This study aims to: (1) describe the skills of epigram poetry writing based on character education for class X students of SMA Negeri 2 Lambu West Nusa Tenggara befero using the keyword/1technique; (2) describe nthe skills of epigram poetry writing based on character education for class X students of SMA Negeri 2 Lambu West Nusa Tenggara after using the keyword/1technique; (3) to determine the effectiveness of character education on the epigram poetry writing skills based on character education for class X students of SMA Negeri 2 Lambu West Nusa Tenggara.This type of research is quantitative research. The research population was class X students of SMA Negeri 2 Lambu. The sample of this research was students of class X IPA 1. The data collection technique used was pretest and posttest. The pretest results show an average value of 62.50 and the posttest results show an average value of 77.92. Based on data analysis using the Paired Sample Test, the value of Sig. namely 0.000 &amp;#60;0.05, then H0 is rejected and H1 is accepted. Therefore, it can be concluded that the keyword technique is effectively applied in learning to write epigram poetry based on character education for class X SMA Negeri 2 Lambu, West Nusa Tenggara.
Ideologi pada Novel Rapijali: 1 Mencari Karya Dee Lestari: Analisis Wacana Kritis

The novel is a complex form of literature that explores issues in life, including social, moral, religious, and other values. Novelist Dee Lestari, with her work Rapijali: 1 Mencari, introduces teenage characters to depict ideologies in her work. Ideology in the novel serves the purpose of proposing change, improving systems, or altering behavior. This research analyzes the ideology in Dee Lestari's novel using van Dijk's Critical Discourse Analysis. The research method employed is content analysis, collecting data from the novel Rapijali: 1 Mencari and identifying implicit ideologies in themes such as family, politics, music, and friendship. The research findings reveal four ideologies: Humanism, Authoritarianism, Democracy, and Liberalism. This study illustrates how ideologies can be reflected in social, political, and cultural relationships, emphasizing the importance of understanding ideology in literary analysis.
Utilizing Blockchain Technology in Global Supply Chain Management: An Exploration of Scalable Information Systems

INTRODUCTION: Global supply chain management is a critical component in the increasingly complex and connected world of modern business. In the era of globalization, companies face pressure to increase efficiency, transparency, and security in their supply chains. Blockchain technology has emerged as a potential solution to address some of these challenges by enabling more decentralized, transparent, and efficient supply chain management. However, the use of this technology in global supply chain management also raises several issues related to regulation, law, and collaboration with third parties. OBJECTIVE: This research then aims to explore the potential of blockchain technology in global supply chain management and understand the regulatory framework needed to support the implementation of this technology. METHOD: This research was carried out using a qualitative approach. The data used in this research comes from various research results and previous studies that are relevant to the discussion. RESULTS: The results of this research then found that the use of blockchain technology in global supply chain management promises to increase transparency, efficiency, and security. Smart contracts enable the automation of business processes, reducing costs and increasing visibility of operations. Collaboration with third parties is an important strategy in increasing supply chain efficiency. Regulation, data security, and international harmonization remain challenges. CONCLUSION: Defining the legal status of smart contracts and protecting data is key. Effective collaboration with third parties requires good communication and a mature strategy. With a deep understanding of blockchain technology and proper regulation, companies can maximize their benefits to create an efficient, transparent, and reliable supply chain.
Enhanced payload volume in the least significant bits image steganography using hash function

The art of message masking is called steganography. Steganography keeps communication from being seen by any other person. In the domain of information concealment within images, numerous steganographic techniques exist. Digital photos stand out as prime candidates due to their widespread availability. This study seeks to develop a secure, high-capacity communication system that ensures private interaction while safeguarding information from the broader context. This study used the four least significant bits for steganography to hide the message in a secure way using a hash function. Before steganography, the message is encrypted using one of the encryption techniques: Caesar cipher or Vigenère cipher. By altering only the least significant bits (LSBs), the changes between the original and stego images remain invisible to the human eye. The proposed method excels in secret data capacity, featuring a high peak signal-to-noise ratio (PSNR) and low mean square error (MSE). This approach offers significant payload capacity and dual-layer security (encryption and steganography).