Reviewerly/exHarmony huggingface dataset:
Penerapan Metode Reorder Point pada Persediaan Stok Barang Berbasis Website

The data collection of incoming and outgoing goods is still semi-manual by being recorded in a book, then every month it is transferred to excel, making data collection not recorded accurately, so that there is often a discrepancy between the data of the goods that come out and the written data, this results in the unknown number of remaining goods being delivered. available in the warehouse for sure. That way the company does not know when to reorder its stock of goods. The purpose of this research is to build a website-based inventory information system for distribution outlet businesses or commonly called distributions. In determining the right amount of inventory to place an order for stock of goods back by using the Reorder Point method. This website was built using the PHP programming language and MySQL database as well as the CodeIgniter framework. The system development uses the Waterfall method, and the system design uses the Unified Modeling Language (UML). The results of this study are a website-based inventory information system application using the reorder point method which can be used to facilitate the process of collecting data on receipt of goods and expenditure of goods, and the reorder point method can be used as a solution in determining the inventory of an item to be reordered so as to minimize the occurrence shortage or even out of goods.
THE INTERFERENCE OF SOME SASAKNESE CONSONANTS INTO ENGLISH CONSONANTS IN 2019/2020

This research aimed to investigate the interference of some Sasaknese consonants into English consonants in 2019/2020 by using descriptive qualitative research design. The object of this research was the pronunciation of Sasaknese native speakers in speaking English, especially that for /ʃ/, [ɹ], /θ/, /ð/, and /ʒ/. The informants of this research were 11 native speakers of Sasaknese who were able to speak English. In order to obtain the data, some of them were recorded while having dialogue with the researcher, and some others were recorded while they were performing a speech in front of their friends. The result showed that there were 182 occurrences of the investigated sounds, in which 106 were interfered by the respondents, meaning that 76 others were pronounced accurately. 12 sounds occurred in pronouncing /ʃ/ and 8 were interfered with /s/, 77 occurred in pronouncing [ɹ] and 27 were interfered with [R], 66 occurred in pronouncing /ð/ and 49 were interfered with /d/, 6 occurred in pronouncing /ʒ/ and 3 were interfered with /ʃ/, 3 others were interfered with /z/, and 21 occurred in pronouncing /θ/ with all of these sounds interfered into /t/. The interference occurred due to the absence of these sounds in standard Sasaknese consonant system and their difficulty to pronounce by Sasaknese native speakers. In addition, another cause was also the lack of respondents’ knowledge about the investigated sounds. Meanwhile, some consonants pronounced correctly proved that some respondents were aware of the particular consonants, although they fell back into Sasaknese phonological system when they lost their concentration.
THE DEVELOPMENT OF CONTEXTUAL-BASED UNO STACKO LEARNING MEDIA IN THE THEMATIC LEARNING OF CLASS IV SD NEGERI 11 LUBUKLINGGAU

This study aims to develop a contextual-based Uno Stacko learning media design for valid, practical, and effective thematic learning. The subjects in this study were2 lecturers as media validators and language validators, class teachers, and 19 class IV.B students at SD Negeri 11 Lubuklinggau. The method used is Research and Development (RD) with a 4-D model, namely define, design, develop, and disseminate. The results of the assessment analysis of all validators obtained a score of 0.85 in the very valid category. Recapitulation of practicality percentage reached96.2%in the very practical category. Then the results of the effectiveness obtained an N-gain value of 0.8 in the high category. It can be concluded that the contextual-based Uno Stacko media is valid, practical, and effective. Thus, it can be stated that Contextual-based Uno Stacko media is suitable for use in thematic learning of fourth grade elementary school students.
An improved Jaya optimization algorithm with ring topology and population size reduction

Abstract An improved variant of the Jaya optimization algorithm, called Jaya2, is proposed to enhance the performance of the original Jaya sacrificing its algorithmic design. The proposed approach arranges the solutions in a ring topology to reduce the likelihood of premature convergence. In addition, the population size reduction is used to automatically adjust the population size during the optimization process. Moreover, the translation dependency problem of the original Jaya is discussed, and an alternative solution update operation is proposed. To test Jaya2, we compare it with nine different optimization methods on the CEC 2020 benchmark functions and the CEC 2011 real-world optimization problems. The results show that Jaya2 is highly competitive on the tested problems where it generally outperforms most approaches. Having an easy-to-implement approach with little parameter tuning is highly desirable since researchers from different disciplines with basic programming skills can use it to solve their optimization problems.
Penerapan Deep Learning Menggunakan VGG-16 untuk Klasifikasi Citra Glioma

One of the types of brain tumors in humans is glioma. Glioma is considered to be the most common type of primary brain tumor in adults. To determine the follow-up action that will be carried out by the doctor, the level of glioma needs to be known first. Glioma is divided into 3 grades. To be able to distinguish grades from gliomas, a classification process can be carried out using deep learning with CNN architecture. Glioma grade classification applies Histogram Equalization (HE) preprocessing. The training model uses CNN with the VGG-16 architecture. data using split data with a comparison of 70% training 30% testing, 80% training 20% testing, and 90% training 10% testing. The results of this study using original data have better results compared to data using HE preprocessing on batch size 16 testing and split data 90% training 10% testing.
Investigation on a price oracle problem

The core of blockchain smart contracts is the execution of business logic code in a decentralized architecture with all executing nodes trusting and agreeing on the results. Smart contracts are unable to get data from the outside world on their own. Smart contracts communicate with oracles, which are off-chain data sources whose primary function is to collect and give data feeds to smart contracts. The usage of oracle returns the blockchain to its centralization problem and also exposes the blockchain to the possibility of introducing corrupt, malicious and erroneous data. This problem is called ‘Oracle problem’. This paper presents an investigation of this problem. To demonstrate this, we have considered the price oracle problem using chainlink’s decentralized network of nodes that connects off-chain data to on-chain smart contracts through oracles. Finally, we performed an analysis and comparison on retrieving external off-chain data through external APIs (Application Programming Interfaces) and through decentralized oracles. This would be helpful in determining how decentralization (through oracles) may result in performance constraints in contrast to fetching data through our own built APIs where data source APIs of blockchain are not connected to the decentralized nodes of network. The results have shown the increase in transaction throughput of the overall system.
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame

Creating reasonable AI for sidekicks in games has proven to be a difficult challenge synthetizing player modelling and cooperative planning, both being problems hard by themselves. In this paper, we experiment with designing around these problems: we propose a cooperative puzzle-platformer game that was designed to look similarly to the mainstream of the genre, but to allow for an easy implementation of a quality sidekick AI, letting us test player reactions to the AI. The game was designed so that it is easy for the AI to find optimal solutions while the problem is relatively hard for a human player. We gathered survey responses from players who played the game online (N=28). While the AI sidekick was reported as likeable and helpful, players still reported greater enjoyment of the game when they were allowed to control the sidekick themselves. These findings indicate that the AI itself is not the only obstacle to truly enjoyable gameplay with an AI sidekick.
METHODOLOGY FOR EVALUATING THE EFFECTIVENESS OF ELECTRONIC EDUCATIONAL SYSTEMS

8.6 (13.00.04), 5.8.7)
USING CUE CARDS TO IMPROVE STUDENTS’ WRITING SKILLS

Abstract: The objectives of the research are to identify whether cue cards could improve students’ writing skills. This research was carried out at SMK HUTAMA Bekasi. It was conducted from July 2021 to March 2022. The subject of the research was the students of class X TKJ class. The research method was Classroom Action Research and it was conducted in two cycles. In collecting the data, the researcher used interviews, observation, diaries, document, and test. Having collected the data, the researcher analyzed them both qualitative and quantitative data. The qualitative data were analyzed using interactive model; they are data reduction, data display, and data verification. The qualitative data were analyzed by using descriptive statistics to calculate the mean scores of the pre-test, post-test 1, and post-test 2. The results of this study indicate that the cue card technique can improve students' writing skills in descriptive texts. From the aftereffects of the discussion, the researcher reasoned that in this review there was an increment in understudies' composing abilities in descriptive texts. The average pre-test and post-test scores in cycles 1 and 2 are more revealing. The average score before the students learnt by cue cards was 62, according to the pre-test computation. After treatment, the average score increased to 74 (cycle 1), while the average score of post test 2 was 82 (cycle 2).&#x0D; &#x0D;
The Relationship of Infographic Learning Media and Instagram Media to Students' Digital Literacy Ability in Social Studies Learning at SMP Shidqia Islamic School Bekasi

This study aims to find a relationship between the use of infographic learning media through Instagram and digital literacy skills in social studies learning for students in class IX SMP Shidqia Islamic School. This quantitative research was conducted at Islamic Middle School Shidqia Bekasi with a total population of 163 students. The data in this study were taken using a questionnaire. The analytical technique used in testing the hypothesis is a correlation test analysis technique. The results showed that: (1) there was a positive and significant relationship between infographic learning media and students' digital literacy skills in social studies learning in Class IX of SMP Islam Shidqia. From the results of the correlation test the results are significant (sig F &lt; 0.05) with a value of R = 0.937 (Very Strong Category). (2) there is a positive and significant relationship between Instagram media and students' digital literacy skills in social studies learning in Class IX of Islamic Middle School Shidqia. From the results of the correlation test the results are significant (sig F &lt; 0.05) with a value of R = 0.952 (Very Strong Category). (3) there is a positive and significant relationship between infographic learning media and Instagram media on students' digital literacy skills in social studies learning in Class IX of SMP Islam Shidqia. From the results of the correlation test the results are significant (sig F &lt; 0.05) with a value of R = 1,000 (Very Strong Category).
Transport and Encryption

In this chapter, we look at the most fundamental building block of web applications: the HTTP protocol. This is the protocol browsers and web servers use to communicate with each other.
PELATIHAN GRAPHIC DESIGN SEBAGAI UPAYA MENINGKATKAN KREATIVITAS ORGANISASI MAHASISWA UNIVERSITAS 'AISYIYAH SURAKARTA

In the current digital and millennial era, the development of the design world is progressing very rapidly. The role of graphic design in all business fields is needed. This can be proven by the many business fields that utilize the expertise of graphic designers. The Student Organization (ORMAWA) is a forum for students to develop their own capacity in the form of positive ideas, appreciation, initiation, creativity and also to accommodate the talents, interests and potentials possessed by students in various relevant activities. In various NGO activities, there are still many ormawa administrators who do not understand graphic design, especially in terms of using graphic design software, namely Photoshop. So that the making of posters, leaflets, brochures, banners and activity banners must be designed with instant templates. Therefore, this training activity was held to provide knowledge to ormawa about the use of graphics processing software for activities that require graphic and photo processing.
Design Translation Application from Indonesian to the Nyow Dialect (Pepadun) Based on Android

Language is a sign to communicate. In the world, there are many languages ​​that characterize the country, for example, the State of Indonesia has various regional languages, one of which is the Nyow Dialect (Pepadun) which is dominantly used by residents in the coastal Lampung area to communicate. The purpose of this research is to design and build an Android-based digital dictionary application that can be used to make it easier to find translated vocabulary either in Indonesian or in the Nyow Dialect (Pepadun) so that it can be used in general so as to provide convenience for the wearer. The method used in this thesis is the prototyping method. Based on the test results on the Android-based Indonesian-Now Dialect (Pepadun) application, it can be seen and can conclude several things as follows; The search system designed is able to display words in the database more quickly and equivalently, the search process is carried out by an implicit system where the words to be searched will be processed based on an array that matches the user input string, and system design with Xamarin in the Visual Studio 2017 application package. as an android programming language toll in making applications, it is right because of the ease in the application development process.
Prototype of a next-generation corpus platform for the RNC

The paper presents the prototype of a next-generation corpus platform for the RNC, developed in 2020-2021. Internet search engine systems and relational database management systems have been considered as potential tools for designing corpus platforms. Also, the paper analyzes some of currently existing corpora and reveals their shortcomings, which show that a new kind of platform has to be developed specifically for the RNC. The article describes a functional specification for such a platform and lists the key features of the developed prototype. The evaluation of the prototype showed that it’s interactivity, reliability and scalability do not decrease in comparison with the existing RNC platform, while the accuracy and functionality increase. Several prototype modules have been implemented in the RNC, and some examples of how these modules work are included in the paper.
Should We Be Scared of Artificial Intelligence?

The field of Artificial Intelligence is enhancing rapidly which breakthroughs in image and speech recognition, autonomous robotics, language tasks, and game playing. AI is the part of human daily lives with knowing or unknowingly and there is no privacy because of social media and technology which is progressing rapidly from Sirito Tesla hands-free switch for highway and freeway self-driving car. The application AI in numerous ranges, from online services to business, education and healthcare. It is used mostly by organizations to advance their technique competences, automate resource-heavy tasks, and to make business forecasts based on big data rather than automatic means. Our routine transformed physical to virtual in banking, medical, education, marketing and others. It makes all process enhanced, faster, and supplementary perfect and has some extremely decisive functions too such as recognizing and foretelling fraudulent transactions, faster and credit scoring with automating manually intense data management practices. The fundamental goal of AI is to empower machines and computers to perform philosopher tasks for problem solving, decision making, awareness, and feeling human interaction. It is making inroads is self-learning solutions so it is gaining popularity due to its use of personalized learning, pace, and suggestions. Beyond innovative and powerful AI systems will be developed and deployed in the future, which could be transformative with negative as well as positive consequences also threats.
Dialogue Analysis with Graph Databases: Characterising Domain Items Usage for Movie Recommendations

Nowadays, the use of graph databases combined with textual corpora analysis seems to play a pivotal role in supporting dialogue systems design and implementation. However, dialogues are rarely put in an explicit relationship with the graph structures representing the knowledge domain. In this work, we show how native graph databases provide a framework for a deeper understanding about the use of domain items during dialogue. We describe a multiple-source data collection procedure and we describe how linguistic concepts related to common ground can be found in graph structures. We also describe different patterns that can be detected in the obtained graph structures and discuss their implications in the design of dialogue systems for the movie recommendation task.
A Conflict Avoidance Table for Continuous Conflict-Based Search (Extended Abstract)

Conflict-Based Search is a state-of-the-art algorithm solving the Multi-Agent Path Finding problem. Given multiple agents with start and goal locations, the problem is to find a set of collision-free paths of minimal cost. Continuous Conflict-Based Search is a recent adaptation of this algorithm for continuous time and agents with physical shapes. However, an important ingredient has not been adapted to this continuous version: the Conflict Avoidance Table. It is used as a tie-breaking strategy in single-agent search phases to favor paths causing fewer conflicts with the other agents. This paper explains how the R-Tree can be used as a Conflict Avoidance Table for Continuous Conflict-Based Search. The experiments show that using the Conflict Avoidance Table can reduce the number of nodes expanded by the algorithm by a large margin. As a result, the solving time is improved proportionally and especially when using the implementation based on R-Trees as opposed to a naive implementation.
MOTIVATION TECHNOLOGY TO GET SUCCESS IN THE PRACTICE OF TEACHERS OF BIOLOGY AND FUNDAMENTALS OF HEALTH

Introduction. The problem of forming a successful personality is due to the needs of modern society. Successful personality is able not only to adapt to existing reality, but also shows activity, initiative and responsibility for the objective state of affairs in personal and social life, is the subject of his life. In this regard, the development of the problem of motivation to succeed and the conditions for its achievement, as well as the study of ideas about a successful person becomes especially acute in the modern world. Purpose. The aim of the article is to analyze ways to effectively use the technology of motivation to succeed in general secondary education in the study of biology and basics of health; revealing the role of the teacher in increasing the motivation to achieve student success. Methods. To study the effectiveness of the use of technology to motivate students to succeed as well as the readiness of future teachers of biology and basics of health to carry out this type of activity, the following research methods were used: analysis of pedagogical and methodological literature, questionnaires of students, observation. Results. An analysis of the results of diagnosing students was carried out in order to determine the level of motivation of students in general secondary education. There was a decrease in cognitive interest and motivation of students. Peculiarities of improving the skills of future biology teachers to introduce motivation to succeed in the educational process in general secondary education are considered. Effectiveness in motivating success in biology and basics of health through the use of techniques such as "Using different quotes with motivational expressions", "Mistake – the path to success", "Success stories", "Motivational advice", "Motivational advice", "Leadership" Diary of Achievements", "Visual Motivation", "Verbal Motivation", "Situations of Success", "Affirmations", "Visualization of Goals". Originality. The obtained materials enrich the theory of methods of teaching biology and basics of health by clarifying and supplementing the essence of motivation technology for student success, improving the techniques of motivation technology and ways to use them in the pedagogical practice of higher education teachers – future biology teachers. Conclusion. The study confirms the need to introduce technology to motivate success in the educational process, improve the techniques of this technology, its development and implementation by future teachers of biology and basics of health during teaching practice and in future activities. Based on the analysis of the current state of motivation of teachers to motivate students to succeed in secondary education in terms of training future teachers of biology and basics of health and leading research areas of pedagogical experience on a particular problem, concluded the need to improve certain technology.
THE USE OF SMARTPHONE APPLICATIONS IN LEARNING ENGLISH VOCABULARY OF FIRST-YEAR STUDENTS AT VNU INTERNATIONAL SCHOOL

This research focuses on the use of smartphone applications in learning English vocabulary of over 400 first-year students of elementary level at International School - Vietnam National University, Hanoi (VNU-IS). It helps to clarify what aspects students should know when learning a new word and aims to find out what criteria these students take into consideration when choosing smartphone applications to learn English vocabulary, which smartphone applications are most frequently used by them and how they evaluate the effectiveness of these smartphone applications in learning English vocabulary. From the data collected and the findings, some conclusions are made relating to the use of smartphone applications in English vocabulary learning of first-year elementary students at VNU-IS.&#x0D;
Representative Acts in Dalia Mogahed's Speech "What it's Like to Be a Muslim in America"

This present study aims to investigate various kinds of representative acts performed in Dalia Mogahed's speech entitled "What It's like to be a Muslim in America?" and to analyze the Islamic values that may be contained in the speech. As a qualitative research, the data of the current study were collected by searching and watching speech videos on Youtube and downloading the videos and the speech transcripts. In investigating the representative acts of Dalia Mogahed, this study applied Searle's (1976) theory of representative speech acts in analyzing the data in the forms of utterances produced by Dalia that were collected from Dalia's speeches. The data that have been obtained were then classified, analyzed, interpreted, and described. The results show that Dalia's 111 utterances were identified as representative acts, consisting of 54 utterances of stating, 32 utterances of describing, 10 utterances of asserting, 9 utterances of informing, 3 utterances of reporting and 3 utterances of predicting. The representative acts in Dalia's speech are reported to contain some Islamic messages.