Reviewerly/exHarmony huggingface dataset:
PENYUSUNAN MODUL BERBASIS RISET PENGARUH FORMULASI LIMBAH SELULOSA TERHADAP PERTUMBUHAN JAMUR TIRAM (PLEUROTUS OSTREATUS) PADA MATERI BIOTEKNOLOGI KELAS XII SMA

Modules are one of the teaching materials that are in accordance with the characteristics of the 2013 curriculum, namely in the learning process, ideally, it can involve students actively. The purpose of this study was to produce teaching material products in the form of research-based modules containing the effect of cellulose waste formulations on the growth of oyster mushrooms (Pleurostus ostreatus). The research was conducted in April-June 2020. The procedure of this research was by cultivating oyster mushrooms with cellulose waste material, after the fungus grew, morphological measurements were taken. The results showed that all treatments had a significant effect on the growth of oyster mushroom (Pleurostus ostreatus). After the measurement is carried out, the research results are arranged as a module that can be used as a learning resource for students. The biotechnology module was tested by two expert validators with the results of obtaining an achievement level of 86.71% with qualifications worthy of use and valid. Keywords : Module, Oyster Mushroom (Pleurotus ostreatus), Cellulose
Розробка сервісу розпізнання мовлення Bambusa

A test version of the Bambusa service was developed by the staff of the interdepartmental laboratory for machine learning and data mining. This service allows the user to process large volumes of audio and video information without losing the quality of perception. The Bambusa service is designed to transcribe speech into text and generate a short retelling of the received text. The features of the microservices architecture of the application are described, the characteristics of similar commercial services are given
Analisis ketersediaan dan kebutuhan air untuk Daerah Irigasi Pitap

Agriculture is a field that plays a very important role in meeting the food needs of a country. Irrigation is aimed at controlling or controlling water on land, so that the farming process is more productive and effective. One area that has the potential to be developed is Balangan Regency, South Kalimantan. Therefore made Pitap irrigation channels.&#x0D; The construction of the irrigation channel has been around for more than 6 years (until 2019), it is necessary to observe and analyze the water demand and the availability of water in the irrigation in order to create a suitable development planning and productivity of agricultural products for the area.&#x0D; This study uses primary and secondary data collection methods, and the results obtained in the form: Water demand in November is 5.45 m3 / second for the first half, and for the second half is 5.72 m3 / second, water availability in November is 3,981 m3 / second (taken from the mainstay of 80% monthly discharge), the water balance shows that in November there was a water shortage deficit of 1.47 m3 / second for the first half, and 1.74 m3 / second.&#x0D;
La competencia mediática en la educación infantil en Ecuador

There is no denying that one of the main means of information for students is ICT, but what level of media training do they have? Do they notice or debate the messages received? How to take advantage of the contact with ICT in education? These, among others, are the questions raised by teachers in front of empty courts, forgotten games and the lack of basic urban norms; hence, the issue of media competence is a concern that emerges in several countries, as students become digital natives, ICTs modify the structures of educational centers, encourage student motivation, etc. In this sense, this research is born that aims to identify the media competence of high school and second grade children of Basic General Education in Ecuador. A questionnaire was applied to 3775 students, this instrument takes as reference three of the 6 dimensions proposed by Ferres (2007). The results show that the language dimension has high competence since children identify media codes and demonstrate the ability to use them. In the Aesthetics dimension they develop high competence because they identify innovation, originality, style and audiovisual trends. In the Technology dimension, students demonstrate a medium competence in the management of technological tools and use them mainly for entertainment.
Optimizing TensorFlow Performance by Reconstructing the Convolution Routine

Using deep learning, we can currently build computational models composed of multiple processing layers to learn representations of data. Convolutional neural networks (CNNs) have been widely adopted to achieve significant performance in image recognition and classification. TensorFlow, an open-source deep learning framework from Google, uses profiling to select one convolution algorithm, from among several available, as the core of a CNN to deliver the best performance in terms of execution time and memory usage. However, the overhead from profiling is considerably significant, because TensorFlow executes and profiles all the available algorithms for the best selection whenever an application is launched. We observe that memory usage overshoots during profiling, which limits data parallelism, and thus, fails to deliver maximum performance. In this paper, we present a novel profiling method to reduce overhead by storing the profile result from the first run and reusing it from the second run on. Using Inception-V3, we achieved up to 1.12 times and 1.11 times higher throughput, compared to the vanilla TensorFlow and TensorFlow with XLA JIT compilation, respectively, without losing accuracy.
PERBEDAAN PENGARUH MODEL PEMBELAJARAN STUDENT TEAMS ACHIEVEMENT DIVISION (STAD) DENGAN TEAMS GAMES TOURNAMENT (TGT) TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA MUATAN PELAJARAN IPS SISWA KELAS 4 SD

This study attempts to know whether there are significant differences between the learning model STAD (Student Team Achievement Division) with learning model TGT (Teams Games Tournament). This study using quasi experiments and research done by design The Statics Group Pretest - Posttest Design. To the method used in collecting data with sheets of observation and test. The technical data analysis in by conducting (uji-t) , aimed at to know and measuring the difference of the capacity to think critical of charge lessons social class. The result of research conducted use (uji-t), The sig obtained the results (2-tailed) of 0,046, because the sig (2-tailed) not greater than 0,05 (0,046 < 0,05). Then Ho denied said there is no significant differences between the application of the learning model STAD (Student Team Achievement Division) with the application of a model of learning TGT (Teams Games Tournament) against a student of critical thinking skills social class from students 4th grade and Ha accepted said there is the existence of a significant difference between learning model STAD (Student Team Achievement Division) with a model of learning TGT (Teams Games Tournament) against a student of critical thinking skills social class from students 4th grade. Based on the research and discussion can be concluded that there is a significant difference between the application of a model of learning STAD (Student Team Achievement Division) with a model TGT (Teams Games Tournament) on a social class studies from students.4th grade primary school.
Penyusunan Bahan Ajar Digital Akuntansi Keuangan Kelas XI Semester 2 Pada SMK Kartini Batam

In the process of compiling digital teaching materials, the material explanation is adjusted to the syllabus provided by the school. Online media was often used as a learning activity before the Covid-19 pandemic. The discussion of the material is explained by the actual associated events where students can more easily learn the summary that has been designed on each material in the syllabus. Learning activities of students are very important in terms of assessment, the entry of graduates (freshgraduate) into the world of work is a problem for companies to recruit so that there are many unemployed people.Data collection techniques are using online media such as ebooks and the internet. The problem we face when evaluating teaching material data is the absence of partner responses to teaching materials that are ready to be sent. Online learning activities at home accompanied by teaching materials are very efficient where students can gain knowledge when facing a pandemic or review the material. In the future, digital technology is very useful, it is recommended for each school to be able to make a summary of the syllabus material related to the problems of the world of work.
How does Virtual Reality Matter? Evidence from an Online Real Estate Platform

Virtual reality (VR) is an emerging vision technology that constructs a simulated 3D environment to mimic the real world. The technique has been used as a tool for online product presentation, which enables consumers to obtain rich product information through interacting with the simulated interface. In recent years, VR has been adopted by leading online real estate platforms worldwide as a novel function for online house tours, referred to as VR Tour. In this study, we analyze the impact of VR Tour on properties’ selling time. Using data from a large online real estate platform in China, we conduct survival analyses and employ multiple identification strategies to investigate the impact of VR Tour. Our results show that VR Tour could significantly reduce the property’s selling time. Properties that support VR Tour benefit from both attracting consumers to their webpage through the display of a VR badge and sustaining consumers’ purchase interest after consumers exploit the VR Tour function and obtain property information. The effectiveness of VR Tour varies over time, with a deceleration effect on the selling process in the short run, but an acceleration effect in the long run. The temporal deceleration effect could attribute to consumers’ lack of experience in using the VR Tour function, hurting both the consumers’ purchase experience and the property’s selling process. Furthermore, we find a substitution effect of VR Tour over pictures on the property selling process, resulting in a longer selling time when more pictures are posted for VR-enabled properties. Our work provides insights into both VR literature and managerial practice.
Hasta mudra abhijñānam - Indian sign language recognition

This paper introduces a novel system to recognize Indian Sign Language (ISL) in Real-Time through the mobile application. This system will bridge the communication gap between the hearing, speech impaired and the rest of the society. The existing systems provide low accuracy and may not work in real-time. Our system provides accurate results and works in real-time. ISL signs and gestures will be captured through a phone camera and these gestures/signs will be decrypted into English text. The use of external hardware like sensors, gloves, etc. is not required. In India, there are 15 million people who cannot hear or speak. Also, to avoid the expense required for sensor-based systems, our application will be helpful for impaired people to communicate with society. Since this system is application-based, it can be used in all sectors of society.
A COMPARITIVE REVIEW STUDY OF FLIPKART V/S SNAPDEAL

E-commerce or Electronic commerce is buying and selling of products and services by means of electronic communication. It has several advantages as it helps organizations, vendors, customers and society as it provides 24x7 services across the globe.E-commerce in India has several barriers in its way to as people are resistant to change and experience digital n virtual marketing in which they have to make online payments and have place order without physically seeing and having personal experience of the goods.Also E-commerce portals need to take care of major security concerns as they are susceptible to cyber-attacks in order to have trust from their customers.Major security concerns include security breach to online authenticity of the users and their identity and security while making online transactions.Online portals are using various measures for security which include encryption, digital signatures and certificates.In this research project we are reviewing and comparing two big e-commerce giants i.e. Flipkart and Snapdeal and the basis of comparison are technology these sites use and security algorithm used by them.
생명과학 수업 중 재미 경험에 대한 현상학적 해석 - 고등학교 수업을 중심으로 -

This study attempts to understand the meaning and context of biology teachers’ and high school students’ interest experiences in biology class through the phenomenological qualitative approach. Data was collected from 4 biology teachers and students through in-depth interview and analyzed to find out the significance of the experience of interesting biology class. As a results, a total of 15 themes and 4 categories,‘not interesting or only interesting class’,‘students experiences in interesting biology class’,‘teacher’s efforts to lead interesting biology class’,‘interest that teacher and students form together’, were revealed. These results showed that interest of biology class was not a mere experience of laughing during class, but a satisfying experience composed of cognitive, emotional, social, and sensory factors.
Problematika Pembelajaran E-Learning Bagi Guru Kelas Rendah di Tengah Pandemi Covid-19 Di SD Negeri Jatibatur 1

The purpose of the research is to find out the application of e-learning learning for low-grade teachers in the midst of the Covid-19 pandemic at SD Negeri Jatibatur 1, to find out the problems of e-learning learning for low-grade teachers in the midst of the Covid-19 pandemic at SD Negeri Jatibatur 1 and to describe efforts or solutions in overcoming the problems of e-learning learning for low-grade teachers in the midst of the Covid-19 pandemic at SD Negeri Jatibatur 1. This research method is qualitative research using a descriptive approach research design. Data collection techniques using documentation and interviews. The data analysis technique used in the research is Data Collection, Data Reduction, Data Display, Verification and Confirmation of Conclusions (Conclution Drawing and Verification). This reseach using triangulation sources and triangulation technique. Research sources were the principal and low grade teachers at SD Negeri Jatibtur 1. Many problems experienced, namely the mastery of e-learning learning was still lacking, lack of information and training, the effectiveness of e-learning was lacking because there were problems starting from students who did not have smartphones, The signal in rural areas is sometimes unstable, students who live with their grandparents are not considered in learning. The solution is, the answer results are given when the picket teacher is in the school, the teacher gives thematic book assignment, and the task from afar has been given, the teacher learns e-learning.
A Penalty-Aware Cloud Monitoring System based on Blockchains

Today, traded cloud services are described by service level agreements that specify the obligations of providers such as availability or reliability. Violations of service level agreements lead to penalty payments. The recent development of prominent cloud platforms such as the re-design of Amazon's spot marketspace underpins a trend towards dynamic cloud markets where consumers migrate their services continuously to different marketspaces and providers to reach a cost-optimum. This leads to a heterogeneous IT infrastructure and consequently aggravates the monitoring of the delivered service quality. Hence, there is a need for a transparent penalty management system, which ensures that consumers automatically get penalty payments from providers in case of service violations. \newline In the paper at hand, we present a cloud monitoring system that is able to execute penalty payments autonomously. In this regard, we apply smart contracts hosted on blockchains, which continuously monitor cloud services and trigger penalty payments to consumers in case of service violations. For justification and evaluation we implement our approach by the IBM Hyperledger Fabric framework and create a use case with Amazon's cloud services as well as Azures cloud services to illustrate the universal design of the presented mechanism.
Coalgebraic Semantics for Probabilistic Logic Programming.

Probabilistic logic programming is increasingly important in artificial intelligence and related fields as a formalism to reason about uncertainty. It generalises logic programming with the possibility of annotating clauses with probabilities. This paper proposes a coalgebraic semantics on probabilistic logic programming. Programs are modelled as coalgebras for a certain functor F, and two semantics are given in terms of cofree coalgebras. First, the F-coalgebra yields a semantics in terms of derivation trees. Second, by embedding F into another type G, as cofree G-coalgebra we obtain a `possible worlds' interpretation of programs, from which one may recover the usual distribution semantics of probabilistic logic programming. Furthermore, we show that a similar approach can be used to provide a coalgebraic semantics to weighted logic programming.
LibGuides: ELE 2050: Social Emotional Resources: Bullying

A guide to the Ballenger Teachers Center's curriculum and juvenile literature resources on Social Emotional Learning Topics
A STEAM Learning with Digital Fabrication Laboratory on Cloud Computing Model to Enhance Creative Product

This research was conducted to study and develop a model of a STEAM learning with digital fabrication laboratory on cloud computing model to enhance creative product. The aims of this study were 1) to create a STEAM learning with digital fabrication laboratory on cloud computing model to enhance creative product, and 2) to evaluate a STEAM learning with digital fabrication laboratory on cloud computing model to enhance creative product. The research method was divided into two phases. The first phase involved the design of a model: 1) to study, analyze, and synthesize the con-tents about steam, digital fabrication laboratory, cloud and creative product. 2) to develop a process model of a STEAM learning with digital fabrication laboratory on cloud computing model to enhance creative product, 3) to pre-sent and show the constructed model to advisor and experts in order to get it approved to be able to hold in-depth interviews, and 4) to create the tools for evaluating the appropriateness of the model. The second phase is referred to in the model evaluation. The sample group in this re-search consisted of five experts in the fields of Steam, Information Technology and Instructional Design. Then, the data were analyzed using arithmetic means and standard deviations. The process of developing a model has 3 components that include 9 procedures. This model increases product creativity skills of learners. The experts agreed with the overall model that was shown at a good level.
Factors Related to the Performance of Entrepreneurial Firms in their Initial Years of Operation

This research aimed to identify a number of analyses that have to be conducted in the prelaunch stage of establishing an entrepreneurial firm, and before spending significant time and money of realizing it. The research also aimed to investigate the nature of the relationship between conducting feasibility analysis, conducting industry and competitor analysis and developing a business model, and the performance of entrepreneurial firms during the gestation period.    For the purpose of the research, a questionnaire was designed and distributed among the entrepreneurial founders and members of top management who were actively engaged in their organizations establishment. The population of the study included a total number of forty publicly-held Jordanian companies whose operating age ranges between 3.5 and 8 years.    The study showed the following two main results. First, conducting Feasibility Analysis, Industry & Competitor Analysis and building a Business Model in the pre-launch stage enhances the performance of the entrepreneurial firms in their initial years of operation. Second, the conduction of Feasibility Analysis and the development of a Business Model were able to explain 24.1% of the reasons behind new enterprises survivability and growth.    It was concluded that Jordanian companies should drop the traditional thought that conducting “feasibility study” is sufficient in the pre-launch stage to investigate the merits of business idea, but rather, they should conduct a full feasibility analysis that is a thoroughly well-established thought through the business idea and supported by customers’ feedback on the product idea, a careful industry and market analysis, a general feeling regarding the passion and competence of the initial management team, and finally a reasonable estimation of the financial feasibility of the proposed firm.    Moreover, they should also conduct a deep analysis on industry and competitor and have  a business model in place that should stipulate the proper strategy to be followed; customer interface and its potential core competence that will give it a competitive edge over rival firms.
Behaviourally cloning river raid agents

We investigate the feasibility and difficulties of using behavioural cloning to obtain player models using the 1982 video game River Raid. We attempt to clone both virtual game-playing agents (a fixed (non-improving) reinforcement learning agent and a random agent sampling actions uniformly) as well as an actual human agent. The behavioural clones' performance is evaluated on the micro-level through comparison of the state-conditioned and unconditional action distributions, and on the macro-level by comparing the (cloned) agents' survival time and score per episode. Using our methodology, cloning virtual agents seems feasible to varying extents, even with somewhat limited amounts of data. However, our method fails to create reliable behavioural clones of human players. We conclude with a discussion of some of the more important reasons that might cause this: a lack of training data, the problem of covariate shift, and improving and inconsistent play-style over time.
Education vs Miseducation: Teaching Foreign Languages in Modern Educational Context

Today teaching foreign languages is more than just teaching basic skills: speaking, writing, reading and listening. Foreign languages are tools of discovering the world, of international communication, of building trust among nations. So teaching foreign languages is not only about teaching, but also about navigating students in the modern life. What are the desirable outcomes of teaching foreign languages? If teachers make their students only grades-interested, this is miseducation. Foreign language teachers must strive to teach not for grades, but for developing their students' personalities: for intellectual humility, curiosity, pleasure in reading, resilience, for the ability to stay calm and confident when things are getting difficult. Thus students grow not only into good foreign language speakers, but into individuals capable of thinking with clarity of complex problems. Now that the world is facing new challenges, this ability is crucial. Pushing the boundaries of the familiar world, foreign languages make students tooled up appropriately for whatever expects them - but only if teaching foreign languages goes without 'side-effects': fear of mistakes and fear of low grades. Putting emphasis not only on what they teach, but on how they teach, foreign language teachers can help their students fulfil their potential and engage with the modern world and its challenges.