Reviewerly/exHarmony huggingface dataset:
Aplicación de las TIC en el proceso de enseñanza aprendizaje del Reading

AbstractThe present work approaches the points of view of the author, based on bibliographyreferring to the ICT subject and its derivations, but with focus and applicability to theteaching-learning process, of the Reading ability of the English language, criticallyassessing the theoretical accumulation manifested by various authors and adopting arelative objective and palpable position in current education, the use of ICT within theprocess, and its inherent influence in the development and achievement of objectives,derived from the teaching-learning process. When considering each of the proposedstatements, the author establishes various attributions that, in his opinion, is immersed insusceptibility to change and adaptability to the new information systems, in whichbilaterally, that is to say teacher and student, the pertinent flexibility must be given toguarantee an action that integrates in the educational processes, the concatenation of anoptimal management in all the educational dimensions. In turn, through the use of an online survey prepared in Google Forms, a series of questionsregarding the knowledge that teachers have regarding ICT, use, ability and acceptability ofcreating a virtual learning environment for his teaching work and its subsequent applicationfor the process of teaching English learning by developing the ability of Reading, andfinally establishing the interpretation of the data obtained by sizing in three groups for amore concrete analysis.Keywords: ICT, Teaching-learning process, Reading, Technological Education.
Blockchain: A Coordination Mechanism

Blockchain technology is firmly established in the public awareness as a revolutionary new technology underpinning cryptocurrency. However, its potential applications can be found across sectors and industries in providing a novel way of producing coordination necessary to transact online, making it a timely invention in the age of progressing digitalization and increasing demands for efficiency and security of online transactions, and a promising research topic addressing the growing academic interest in the coordination aspect of the contract scholarship. The aim of this conceptual paper is to model blockchain as a coordination mechanism for online transactions. Three key aspects of coordination with blockchains are identified and examined – (1) producing consensus about the facts relevant to a transaction, (2) coding contracts, and (3) autonomously executing transactions. They are argued to be integral parts of the mechanism, jointly enabling blockchains to function as a complete mechanism of coordination for online transactions. The model is intended to inform debates on the prospects for the blockchain technology and can be further used to integrate coordination and contract scholarship.This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Pemanfaatan Penerapan Media Berbasis Software Anates pada Mata Kuliah Evaluasi Pembelajaran di Universitas Batanghari Jambi

This study aims to determine the use of Anates software based media in learning evaluation courses at Batanghari University, Jambi. The design of this study uses descriptive qualitative. Meanwhile, the technique in this study uses a purposive technique that is the determination of informants not based on guidelines or based on population representation, but based on the depth of information needed related to the research problem. The results showed that there was an influence between the application of the use of Anates software-based applications in the learning evaluation course with the item analysis material at Batanghari University, Jambi. Thus, the use of media in lectures is very helpful for students to be able to understand new knowledge and insights that are not only limited to theory, but rather to practice to support the theories they learn.
Developing Android-Based English Learning Material

This research aims to find out what the product of English materials at tenth grade of SMA N 1 Metro and to know the experts’ validation and students’ acceptability on Android-based English materials. The type of this research is Research and Development. The researcher uses ADDIE model. The subjects are 32 students in X IPS 2 class. The data collecting technique is using questionnaire and interview. The data analysis technique is descriptive analysis. The result indicates that (1) the validation of material expert I on android-based English material in content aspect obtained a total score of 94 and aspect of language obtained a total score of 96 is in a very good category. Furthermore, the result of expert II in content aspect obtained a total score of 92 and aspect of language obtained a total score of 88 is in a very good category; (2) the validation of media expert I in view aspect obtained a total score of 93 and aspect of presentation obtained a total score of 100 is in a very good category. Whereas the result of expert II in view aspect obtained a total score of 83 and aspect of presentation obtained a total score of 95 is in a very good category; (3) the students’ responses on android-based English material is in a very good category with the percentage of 96%. It can be concluded that Android-based English material is very easily to use at SMAN 1 Metro. The researcher recommends for the next researcher to develop Android-based English material with other design.
Interaction Design Development on Indonesia)s Computer-Based National Exam Using User-Centered Design

With the development of technology, there are advances that help civilizations on their day-to-day activities, one of which is the implementation of e-Learning on the Final Exams. A standardized national computer-based final examination in Indonesia is called Ujian Nasional Berbasis Komputer (UNBK). Despite the fact that UNBK has been held nationwide since 2016, its interface and system have only gone through minor improvement throughout the years. To improve the usability and interface of UNBK, it is necessary to first evaluate the current interface from the users. The user evaluation was conducted using a mixed-method approach to compare and/or relate qualitative data and quantitative data. The user evaluation using an online questionnaire with the Post-Study System Usability Questionnaire (PSSUQ) shows that UNBK’s quality only exceeds in System Quality with a score of 75.71 out of 100. The online questionnaire data is supported with the qualitative data of contextual interviews, resulting in an affinity diagram to observe users’ needs, pain points, and missing opportunities. The improved interface design according to the users’ feedbacks was also tested using Usability Testing. The result of the UT shows that it has the binary task succession rate of 86.50%.
Plataforma virtual para la enseñanza del inglés en el subnivel de básica media en Ecuador

AbstracThe present work reveals the real situation of the education system in Ecuador in terms ofthe use of ICT as a strategy to teach English, it is focused on children in the middle levelsub-level, that is, fifth, sixth and seventh grade, states that being immersed in the era ofinformation and communication, the teacher has to change their mentality and leave behindthe traditional teaching methodologies, to use technological resources as support to teachEnglish and thus ensure that their classes are more dynamic, interactive, that the studentfeels motivated to learn and obtain meaningful learning, the tool that is proposed is thevirtual platform edmodo, the same that is a free platform, in which the users are the teacher,the students and parents, it is easy to use and allows the teacher to share their teachingresources such as videos, links, games, quizzes ace online and assign tasks.Keywords: teaching, English, technological resources, basic media, education
초등 영어 음소 구별을 위한 디지털 게임 기반 학습 효과에 대한 뇌반응(ERP) 연구

This study investigated the effect of using a digital serious game on the phonemic development of young EFL learners in Korea by examining their brain responses using ERP (event-related potentials). A tablet PC-based phoneme discrimination game named “Alien Family” was created focusing on three pairs of English phonemes: /m/ vs. /n/, /l/ vs. /r/, and /ae/ vs. /e/ to enhance the learners’ phonemic discrimination of the pairs. A total of 29 6th grade elementary school students including 14 in the game group and 15 in the English dictionary app group participated in this study. The game group played the game for 10 minutes two times per week for five weeks whereas the English dictionary app group used a digital dictionary for listening practice. The results revealed a positive effect of digital-based learning shown in the ERP experiments, especially, in the condition of /l/ and /r/ even though such an effect was not shown in their behavioral responses. The data indicate that a systematically designed digital serious game can be effective on changing learner’s neural sensitivity to the phonemic discrimination in English even if it is not immediately shown in their behavioral responses. This finding provides positive empirical evidence for the effectiveness of games in class.
Mamdani-Fuzzy Framework for Academic Staff Selection and Placement in Nigerian Universities

Selection and placement of appropriate personnel for the right job leads to great success in any organization. However, this is one of the most important activities carried out by Human Resource (HR). Minimizing imprecision and subjective value judgment in personnel selection processes were taken into consideration in this research by developing personnel selection and placement framework using the Mamdani- fuzzy model. This research work is aimed at developing Mamdani- fuzzy framework for academic staff selection and placement. A model with three levels has been developed to manage the database, and the necessary conditions required from applicants for selection and placement, and the consideration of individual temperament was paramount. Tools: Java script and HTML (for the front end) PHP and MySQL (for the database storage as back end). Experimental results using fuzzy classification membership function defined by the truth value of a fuzzy propositional function would also be used as part of the analysis and design. When the need arise, MathLab would be employed for some analysis and simulations. A graphical user interface (GUI) would be developed for all the relevant forms in order to effectively interact with the users of the system
SKRINING MAKROSKOPIS CAIRAN PLEURA DARI EFUSI PLEURA DI UNIT LABORATORIUM PATOLOGI ANATOMI RUMAH SAKIT UMUM PENDIDIKAN HAJI ADAM MALIK MEDAN

Background and aims: The lungs are wrapped by a membrane called the pleura and between the membranes and the lungs there is a pleural cavity which normally contains around 10-20 ml of fluid which serves as a lubricant so that the lungs can move freely while breathing. Pleural fluid screening is done by macroscopic observation of pleural fluid due to color, character (viscosity and turbidity) and odor maybe the either diagnostic or helpful in diagnosis. The objective of this study is to determine the most results from macroscopic screening of pleural fluid from pleural effusion at Anatomical Pathology Laboratory Unit of Central General Hospital of Haji Adam Malik, Medan. Methods: The study was a descriptive survey with primary data and secondary data. Conducted on June 2019 at the Anatomical Pathology Laboratory Unit of Haji Adam Malik Hospital, Medan. A total samples of 31 pleural fluid samples were macroscopic screened. Results: 31 pleural fluid samples that have been carried out by macroscopic screening showed that the color of the pleural fluid was red as much as 41.93%, thick pleural fluid 6.45%, and cloudy pleural fluid 74.20%. There more than 80% compatibility between macroscopic pleural fluid and estimated diagnosis. Also obtained data of patients with pleural effusion were most women as much as 51.61% and the most etiology of pleural effusion was inflammation of 86.21%. Conclusions: Most of pleural fluid samples showed compatibility with macroscopic and estimated diagnosis.
Fruit Plant Leaf Identification Feature Extraction Using Zernike Moment Invariant (ZMI) and Methods Backpropagation

The concept of pattern recognition is often used to identify a wide range of objects. Due to the ability to recognize objects is needed by humans. One of them is for pattern recognition on the leaves as identification in determining the types of leaves. However, in the acquisition, very frequent disturbances called noise. Noise in the image is a region of pixel image intensity of unwanted or deemed to disturb the segmentation process until the introduction. The impact of noise can degrade the image quality when the segmentation process. Therefore, in this study, the researchers added a preprocessing stage to reduce noise modest invisible when the acquisition using the camera. Gaussian filter used as a technique to tackle the problem at last preprocessing. Aside from the noise, constraints at the time of feature extraction of natural researchers also because the study took shape characteristic based on the area of the image. So if the object changes the coordinates of the start pixel image was unrecognizable. Based on these problems do research to identify the leaves by using Zernike Moment invariant feature extraction (ZMI) and Backpropagation algorithm. Based on the testing that was done on 100 test data success rate Based on these problems do research to identify the leaves by using Zernike Moment invariant feature extraction (ZMI) and Backpropagation algorithm. Based on the testing that was done on 100 test data success rate78%.
Digital tools of intellectual property enforcement: their intended and unintended norm setting consequences

The focus of this chapter is the analysis of a selection of contemporary technical tools employed to combat digital intellectual property infringements, notably blockchain, social media tools, blacklisting and whitelisting, follow-the-money tools, domain name tools, search engine deindexing, hack back and active defences, and various notice actions. This chapter will also touch upon novel digital spheres posing challenges for intellectual property enforcement, such as augmented and virtual reality, and identify where potential exists for the use of technical tools and voluntary collaboration. The legal consequences of these tools will be analysed through the lens of online counterfeiting and piracy. The conclusion reached lies in the recognition that norm setting through the use of these technical tools is already de facto and de lege lata, paving the way for new legal norms.
Optimising the Computer Vision Module of Eonics’ Autonomous Drone

Items being misplaced in warehouses easily get lost. To combat this, warehouses have to send people in scanning all barcodes in the warehouse. This is highly inefficient, which is why Eonics wants to build a drone handling this. There are options out there to scan barcodes, but none of them match the requirements laid out by Eonics. Among these requirements are a lightweight camera, such as a GoPro, and a recording distance of 1.5-2 metres. This report will look and see if these requirements are feasible. Techniques used in this report are Mathematical Morphology, Maximally Stable Extremal Regions, Convolutional Neural Networks, Gradiental Difference and Direction Estimation with Region Extraction. The report concludes in stating that interpreting the barcodes is not possible with mere software under these requirements. The maximal distance we were able to interpret barcodes from, based on a 4K image, was around 1 metre. Continuing the trend, we would need at least an 8K camera to detect from a distance of 1.5 metres. Detection however, is less difficult and is feasible from a distance of 1.5-2 metres. The report also derives an function to use to calculate the maximum distance a barcode can be interpreted from, based on the details of the barcode and camera. Finally, research is done regarding using hardware solutions, such as a zoom-lens, which has promising results.
DETEKSI WAJAH MENGGUNAKAN METODE NEURAL NETWORK BERBASIS ANDROID

The development of technology that continues to grow, especially in the field of face detection makes innovation continue to be developed. This development is in accordance with the needs that are changing rapidly and then the technology answers these challenges with an algorithm designed. One of them is the parking area of ​​the University of PGRI Yogyakarta, which now has more than 200 employees but there is very limited parking space, so if it is not set up, the parking area of ​​the employee will be very full and if it is not regulated, only employees may enter insufficient parking area. Budget constraints and humanist factors make choosing technology wise. So that employee parking areas can be monitored only employees can enter and then parking capacity can be monitored, then Android-based face detection technology is chosen. Only faces that have entered the database can enter the employee parking area. The method for face detection uses Neural Network. With face detection when entering a parking area, a special employee parking area can be used comfortably and the capacity can be monitored properly.
Uso de reconocimiento facial de emociones basado en técnicas de Deep Learning para el mejoramiento de la educación.

Currently, the need to implement new tools to identify facial gestures and determine emotions, through the design of a prototype with artificial intelligence techniques and the application of questions that validate the emotions detected by the designed device. Technology represents a constant growth in all areas of our lives. Within these advances we have the embedded platforms, obtaining a significant progression within the technology applied to specific solutions, giving the possibility of developing real-time systems. The facial recognition system is an application that automatically identifies angry, tired, scared, happy, sad, surprised and normal faces. Due to this, it was possible to implement a facial recognition and processing system using the OpenCV library inside an embedded development platform called Raspberry Pi with the software in Python.Keywords: Raspberry Pi; Artificial intelligence; facial gestures; OpenCV; Python.
Social Media for Community Oriented Policing

Information Communication Technologies and particularly social media have influenced policing in the past decade significantly. New opportunities for communication and image building are especially promising for Community Oriented Policing (COP). The article sketches out some of the main developments in that field of policing illustrated by numerous case examples from around the world. Besides best practices, the potential risks and challenges in form of enhanced surveillance, breaches of privacy and different forms vigilantism are briefly analysed. A special focus will be put on the possibilities social media tools may offer to create collaborative forms of security production in developing and post-conflict countries. The article gives an overview of the current state of research on the topic.
CONSTRUCTION OF AN EMPIRICAL MODEL OF INTEGRATION PROCESSES IN INTERNET COMMUNITIES: COMBINING QUALITATIVE AND QUANTITATIVE APPROACHES

The article gives a brief description of the methodology, basic research methods and procedures, the purpose of which is to develop an empirical model of integration processes in Internet communities. The development was carried out in collaboration between sociologists and computer programmers. The research object is defined as network communities of Internet users based on international blog platforms on the global Internet (Russian-language segment). As a subject of research, the integration processes of these communities are highlighted. The study was carried out on the basis of the grounded-theory methodology; observation was carried out on twelve mobilizing-type Internet communities. Observation procedures were accompanied by open, axial and selective coding. The results of observation and coding were subjected to hierarchical structuring using the method of hierarchy analysis of T. Saati. The results are summarized in a four-level empirical model of integration processes in Internet communities, containing structural and functional characteristics, internal characteristics of the group and external factors, as well as indicators.
PUBLIC SENTIMENT ANALYSIS OF PASAR LAMA TANGERANG USING K-NEAREST NEIGHBOR METHOD AND PROGRAMMING LANGUAGE R

Pasar Lama Tangerang is a tourist attraction in the city of Tangerang. With the development of current technology, the public can provide an overview of how the facilities and services are provided by expressing opinions on the internet. However, it is difficult to distinguish which opinions belong to positive or negative opinions. Sentiment analysis is needed to overcome this problem. The stage in sentiment analysis starts with collecting data first, then the data is processed. Furthermore, the data that has been propagated is given a sentiment classification using the K-Nearest Neighbor (KNN) algorithm. Then the classification results obtained an accuracy of 83% with a value of k = 1 of 120 data divided by 92 positive and 28 negative comments. Sentiment analysis is made using the R and Rstudio programming languages as supporting software.
Translator System for Peruvian Sign Language Texts through 3D Virtual Assistant

The population with hearing impairment in Peru is a community that doesn't receive the necessary support from the government, nor does it have the necessary resources for the inclusion of its members as active persons in this society.Few initiatives have been launched to achieve this goal and for this reason we will create a resource that will give the deaf community to have greater access to textual information of the listener-speaking community.Our goal is to build a tool that translates general texts and also academic content such as encyclopedias into Peruvian sign language which will be represented by a 3D avatar.This translation will feature different lexical-syntactic processing modules as well as the disambiguation of terms using a small lexicon, similar to Wordnet synsets.The project is developed in collaboration with the deaf community.
Design and development of USSD-based system for solid waste management

As the world population grows so are the wastes that are produced. Most of these wastes are hazardous and poses health challenges to the environment. Proper waste management is key towards ensuring that the human environment is preserved for the good health and well being of its inhabitants. Unfortunately, municipal solid waste disposal practices in most Nigerian cities fall short of the minimum standard expected. This research therefore, designed a novel ICT-based framework for waste management and consequently developed a simulation of USSD-based communication and payment processes between the different stakeholders involved in waste management. Based on the performance of the simulated system, it is obvious that waste management can be made easier, transparent, more organised and sustainable.
Human Activity Recognition in Video Surveillance – A Survey

The act of detection of the activity of humans has gained traction nowadays and is a hot field for research and development. The ability of human activity detection (HAR) is a key prospect of development in fields of human-computer interface, computer vision and in mass video surveillance in public areas such as train stations, ATM machines, schools and colleges and at traffic signals on streets. HAR offers a cost-effective method for surveillance. Analysis based on methods used for classification for different datasets is presented in this survey paper.