Reviewerly/exHarmony huggingface dataset:
PEMILIHAN PORTOFOLIO CRYPTOCURRENCY: (BITCOIN, YEARN.FINANCE, DOGECOIN, BINANCE COIN, CARDANO, DAN MONERO)

Cryptocurrency is a digital currency that can be used for transaction tools, using cryptography so that it is difficult to counterfeit. The crypto does not have a physical form, but can still be used as a digital asset. This study aims to determine an efficient portfolio of several cryptocurrencies by forming an Efficient Frontier Line. The efficient frontier line is formed by determining the risk and return of 6 cryptocurrencies, namely Bitcoin, Dogecoin, Yearn.finance, Binance Coin, Monero and Cardano. The technique used to select the sample is direct observation or observation of the prices of 6 cryptocurrencies for the period January-December 2021. In addition, literature studies through journals, news related to cryptocurrencies are also used. To form an efficient portfolio model, this study uses quantitative and qualitative analysis. The result of this study is that there are investment options for investors who like risk, choosing the proportion that maximizes profits with high risk. For investors who do not like high risk, they can choose the minimum proportion, and for moderate investors who can accept the risk of an equal proportion can choose a random proportion. Based on the results of the 3 proportions that will be chosen by investors, Bitcoin is one of the cryptocurrencies that is always chosen to invest because Bitcoin is a crypto that produces efficient returns and risks even though the risk in Bitcoin is quite high at certain returns.Keywords: Cryptocurrency, Risk, Return
MSDBPN : Multi-Column Smoothed Dilated Convolution Based Back Projection Network for Stereo Image Super-Resolution

Abstract Fully exploiting the parallax information of stereo images for super-resolution (SR) can obtain remarkable performance. The most challenging issue for stereo image SR is how to capture complementary correlation information between stereo image pair to accurately guide reconstruction. In this paper, we propose a multi-column smoothed dilated convolution based back projection network (MSDBPN) for stereo SR by explicitly learning and exploiting the parallax infor- mation. In particular, we incorporate adaptive weighted multi-column smoothed dilated convolutions to rapidly expand the receptive field while maintaining excellent inter-pixel correlation. Meanwhile, we reweight different column feature with adaptive learnable parameter to distinguish contributions. Furthermore, we employ iterative back projection mechanism to calculate projection error and implement self-correction to guide precise reconstruction. Extensive experiments on benchmark datasets demonstrate that our proposed method outperforms other state-of-the-art approaches on both quantitative and qualitative evaluations.
The Canva Platform: Its Essence and the Possibility of Using in the Educational Process

A variety of platforms in the educational sphere is designed to facilitate and enhance the motivational activity of teachers and students. Over time, platforms become obsolete, become irrelevant. A teacher at a school or a teacher at a university needs to follow the updates and use modern platforms for educational purposes. This article draws attention to the use of the Canva platform in education, reveals its potential and shows the importance for a student-centered approach in education. The essence and offered possibilities of “Canva” are substantiated. The authors show the features and advantages of the Canva platform in relation to analog tools for graphic and other digital information. The article provides evidence that the platform under discussion is easy to use, free and has many different features that allow the teacher to implement a variety of creative ideas. Sharing allows teachers and students to work together on the same project remotely, and the fact that Canva can be installed on a smartphone, computer or used on the web allows you to instantly access any project and quickly edit it. The presented work uses expert-analytical and logical analysis of scientific literature, as well as the method of interpretation.
LANGUAGE ATTITUDE AND SENTIMENT ANALYSES IN GETTING THE INSIGHTS TOWARDS COVID-19’S OMICRON VARIANT NEWS

Omicron variant has been massively reported on Indonesian mass media following the spread of other previous variants during Covid-19 pandemic. This research combines computer science and linguistics to analyze the news on the variant. It implemented quantitative research using computational algorithm by collecting the titles of the news from Indonesian mainstream online mass media. Sentiment Analysis (SA) was applied to obtain the sentiments, opinion, and subjectivities of the texts along with topic modeling in classifying the topics. The words in the headline news titles were used as the data and grabbed by Python programming language. A criterion-based sampling was employed in to select the relevant data and to formulate the criteria in the research methodology. The results were filtered to ‘Omicron’ keyword for SA processing by the Azure Text Sentiment Analysis tool. The results of SA, as computational research, was then confirmed with Attitude Analysis (AA) from the perspective of Systemic Functional Linguistics. AA classified the words into affect, judgment, and appreciation as the attitude construed in English text. This research provides SA as the insights of Omicron issue. The presence of AA extracts the words into bipolar senses of human’s meaning interpretation. AA is important to straighten SA findings. SA has contextual meaning problem and requires study on its words classified in ‘neutral’ which are then confidently directed into positive or negative meanings by AA. It is found that there are different dynamics by SA and AA findings as they reflect particular meanings. Besides their difference, SA is useful for managing overload data into fast policy making whereas AA makes sure the acceptable meanings to people. In this case AA corrects the bias occurring from SA.
Improving the Skills of Designing Digital Educational Resources Among Students of Pedagogical Specialties

Today, great importance is given to the introduction of innovative digital technologies into the educational environment. The relevance of this study lies in the fact that now there are numerous platforms, programs and environments that allow you to visualize and work out the material. This makes it possible to present information in a new, more exciting format and arouse interest in potential students in the study of various disciplines. The use of digital technologies makes it possible to achieve the main goal of modernizing the education system: to improve the quality of education, the availability of education, and to promote the comprehensive and harmonious development of the student’s personality. It is important that a modern person be able to navigate in a vast information space, in arrays of information, to recognize the information and communication capabilities of innovative technologies. It is also important to instill an information culture in the child from the school bench. All this is determined by the social order of the information community. The article analyzes approaches to improving the skills of designing digital educational resources for students of pedagogical specialties. In the course of the study, the concepts of digitalization, information and educational environment, digital educational environment, electronic educational resources, digital educational resources and their classification were considered. The organizational and pedagogical conditions and means of improving the skills of designing digital educational resources are presented in detail. The modern educational process, which is developing in the context of informatization, requires the introduction of teaching aids and should be based on the use of information and communication technologies (ICT) and digital educational resources (DER). The most promising direction of informatization of the education system is the use of DER in the organization of the learning process according to the “1 student - 1 computer” model, which makes it possible to implement a student-centered approach and contribute to the formation of ICT competencies.
Technology Adaptation Program Through Microsoft Office Word Training for Students at SDN 1 Wonokerto

The development of education in the field of technology and information is needed by students. In accordance with the times, technology is needed so that students are able to compete and make things easier. One of the technology adaptation activities carried out is by getting used to using laptop devices and training students to use Microsoft Word. Microsoft Word is useful so that students have experience in using it. This study aims to describe the technology adaptation program through Microsoft Word for students at SDN 1 Wonokerto. Based on the problems faced by SDN 1 Wonokerto in the form of no technology adaptation activities, a technology introduction activity was carried out in the form of Microsoft Office Word software training so that students are accustomed to using technology. This research uses a qualitative approach with descriptive methods. The data collection techniques used were observation, interviews and documentation of school principals, teachers and students. The data analysis technique used in this study is data reduction, data presentation, and drawing conclusions. The results of implementing this activity can provide experience and skills to SDN 1 Wonokerto students in introducing and adapting technology by utilizing Microsoft Word. Thus, the implementation of technology adaptation program activities can provide benefits for the use of information technology and computers, especially through Microsoft Word training.
RKGREC: A Rule-guided Graph Neural Network Recommendation Model

Abstract With the proliferation of the Internet and the vast amount of information available, recommendation systems have become indispensable for filtering and delivering personalized content to users. Collaborative filtering, one of the most widely used recommendation algorithms, predicts user preferences based on historical interactions. However, as the number of users and items increases, challenges such as sparsity and cold start arise, hindering personalized recommendations. To address these challenges, recommendation algorithms have started incorporating knowledge graphs, structured data repositories, into their models. These algorithms can be classified into embedding-based, rule-based, and aggregation-based approaches. Embedding-based algorithms leverage existing knowledge graph embedding models to obtain entity embeddings, which are then used as input features for recommendation prediction. Rule-based algorithms focus on modeling connections between users and items using paths in the knowledge graph. They can be categorized as meta-path-based or automatic path mining approaches. Aggregation-based algorithms aggregate entities using graph neural networks, such as graph convolutional neural networks (GCNs) or graph attention networks (GATs), to capture relationships between entities at different distances. However, while aggregation-based approaches excel in modeling accuracy, they may lack generalization capability. To overcome this limitation, this paper introduces RKGREC, a recommendation algorithm that combines rule-based modeling with graph neural networks. By leveraging the strengths of both approaches, RKGREC achieves high modeling accuracy through rules while maintaining high generalization capability through entity aggregation. The integration of rules and graph neural networks enhances the semantic understanding of connections between users and items, reducing noise and improving recommendation performance.
Peningkatan Hasil Belajar Siswa dalam Ipa-Biologi Melalui Penggunaan Kartu Indeks pada Siswa Kelas Ix Upt Smp Muhammadiyah Cece Kabupaten Enrekang

The use of index cards in class IX UPT SMP Muhammadiyah Cece, Enrekang Regency. This study aims to obtain information about the learning outcomes of Biology students of grade IX UPT SMP Muhammadiyah Cece, Enrekang Regency for the 2021/2022 academic year who are taught using learning media in the form of index cards. The formulation of the problem in this study is whether the use of index cards can improve student learning outcomes in biology science in class IX UPT SMP Muhammadiyah Cece, Enrekang Regency. The variables studied are the understanding of index cards and student Biology learning outcomes, using the type of classroom Action Research. The population in this study was all 25 students of Class IX UPT SMP Muhammadiyah Cece Kab. Enrekang. The research design used is as many as two cycles, each cycle consisting of planning, implementation, observation or observation, and reflection. The research instruments used in data collection are biology learning outcomes tests, student activity observation sheets and questionnaires about student responses. The data analysis techniques used are qualitative analysis and quantitative analysis. The results showed that there was an increase in the learning outcomes of Biology Science students who were taught using index cards. The average score of biology learning outcomes of grade IX students of UPT SMP Muhammadiyah Cece Kab. Enrekang in cycle I through evaluation tests was 60.6% and the average score in cycle II increased to 72.08%. While the completeness of student learning outcomes in cycle I was 52% and in cycle II increased to 88%. so the use of learning media in the form of index cards can improve the learning outcomes of Science-Biology students of grade IX UPT SMP Muhammadiyah Cece, Enrekang Regency.
Augmented Reality dengan Model Generate Target dalam Visualisasi Objek Digital pada Media Pembelajaran

Augmented Reality (AR) is a digital technology that allows the creation of a combination between the real world and digital content projections to produce additional valuable information for users. This technology has begun to implement in various fields of human life like industry, health, military, entertainment, and education. AR technology will be applied to the education sector in this community service activity. This activity aims to introduce AR technology and a development model based on the Model Generate Target (MGT) to service partners, namely SMA INS Kayu Tanam. The Generate Target model is an AR application development concept by adopting the concept of Digital Twins, where digital content projections will be made similar to real objects. The projected digital content will serve as a descriptive object from the real world, so users can interact more flexibly with objects from the real world. The activity was carried out by providing an introduction to AR technology, installing AR design software, and practicing making simple AR applications using the MGT concept for partner service to the community. In this activity, the designed AR will use spherical objects in the real world and the resulting digital projection is a virus. Projection of digital content onto spherical objects will provide better information and learning experiences in viral object recognition because 3D objects will appear and be attached to real objects. The expected results of this community service activity are introducing AR technology to partners engaged in education and providing a new solution in implementing new digital content-based teaching media that can be applied to several subjects such as biology, chemistry, and glasses to community service partners.
Google Scholar Profile for Institutions: A Sample Study

This study examines the Google Scholar profile for Gandhigram Rural Institute. Gandhigram Rural Institute (deemed to be university) has established a Google Scholar profile for their research. The Gandhigram Rural Institute’s faculty publications information was collected from Web of Science and Scopus as of 22 January 2021. After consolidating the data from Web of Science and Scopus, a Google Scholar profile was created. After generating a profile, missing publication data were added to the profile as a sample for the year 2020. The present study information was obtained from Gandhigram Rural Institute Google Scholar profile. It was examined using data from Google Scholar, Web of Science and Scopus. Department publications, Google Scholar citations, the top 15 highly cited papers, and the citations and h-index of the top 15 faculty members were all analysed. It is discovered that ‘Department of Chemistry’ has published 78 (33.77%) publications and has received the greatest number of citations from Google Scholar, 294 (64.19%) citations from Web of Science and 96 (50.79%) citations from the Scopus database. It is found that Faculty S. Meenakshi has received the highest number of 232 (27.10%) citations from Google Scholar, 134 (29.26%) citations from the Web of Science and 47 (28.87%) citations from Scopus. It concluded that having an institution profile in the Google Scholar profile makes it very difficult to update and strengthen all the data in the profile. A Google Scholar profile can be useful as an individual profile if the data are kept up-to-date and maintained.
Development of Interactive Learning Media in Occupational Health and Safety Subjectin Vocational High School

Background: This research and development study aims to develop media in the form of learning videos on Occupational Safety and Health (K3) and to determine the feasibility of K3 learning videos in the Building Department of SMKN 5 Makassar.Methods: The development model used in this study is 4D (Four-D), namely the stages of defining, designing, developing, and disseminating. In this case, the learning video feasibility assessment data collection was carried out using a questionnaire as the research instrument. This study further involved 2 material experts and 2 media experts to assess the feasibility of the video. Students were also involved in getting responses to the Occupational Safety and Health (K3) learning video. Results: This study obtained interactive learning media through research and development methods with 4-D (Four-D) model development. Another result obtained is interactive learning media in the form of learning videos on occupational safety and health subjects in the Buildings Department of SMK N 5 Makassar. Furthermore, the results of the feasibility level of learning videos according to the material experts obtained a value of 89.13% which is categorized as very feasible. Meanwhile, the media experts gave a feasibility level of 89.84%, which is categorized as very feasible. In addition, the student responses as the users of learning video media gave value of 89.89%, which is categorized as very good.Conclusion: Based on this research, it is concluded that interactive learning media in the form of learning videos on Occupational Safety and Health subjects in the Building Department od SMK N 5 Makassar are suitable for use as a learning resource for students in the Building Department of SMK N 5 Makassar.
On Two Modifications of the McEliece PKE and the CFS Signature Scheme

This paper analyzes two schemes from a 2019 work by Liu, Yang, Han and Wang, namely, adapting the McEliece cryptosystem to obtain a new public-key encryption scheme, and designing an efficient CFS-like digital signature. It is shown that the new encryption scheme based on McEliece, even if it has longer public keys, is not more secure than the standard one. The security gap between the original scheme and its modification is presented. Moreover, while the proposed parameters for the digital signature scheme lead to a significant performance improvement, however, they introduce a vulnerability in the protocol. A key-forgery attack using the Support Splitting Algorithm as a subroutine is described, with a study of the computational cost of retrieving the secret key from the public one.
Penggunaan Media Gambar dalam Meningkatkan Hasil Belajar Ipa Siswa Kelas Vii Upt Smp Negeri 3 Anggeraja Kabupaten Enrekang

&#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; The formulation of this research problem is whether the use of image media can improve the learning outcomes of grade VII students in science subjects UPT SMP Negeri 3 Anggeraja, Enrekang Regency. This goal is to find out whether the use of image media can improve the learning achievement of science class VII circulatory device material in humans. This type of research is Classroom action reasearch. The subject of this study was class VII UPT SMP Negeri 3 Anggeraja Enrekang Regency which amounted to 26 students. Data collection techniques in this study are by observation, written tests. From the results of the study, it can be concluded that using Image media can improve the learning outcomes of grade VII students in the science subjects of UPT SMP Negeri 3 Anggeraja. This can be seen from the improvement in each cycle. Where in the initial ability (pretest) obtained learning results with an average of 55 and a percentage of completeness of 42%, for that the researchers carried out cycle I, the results obtained with an average value of 64 and a percentage of completeness of 57%, then carried out cycle II increased with an average value of 75 and learning completeness of 88%.&#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D;
Sistem Informasi E-Commerce Excelsa Coffee Shop Berbasis Web

&#x0D; Excelsa Coffee Shop is one of the businesses engaged in culinary in the form of a cafe located in Dumai. In the sales process so far at Excelsa Coffee Shop, it is done manually / offline by directly coming to the store. The problem that occurs from the manual system is the absence of sales reports per day or per month, a service system that still relies on a manual system is also not much profitable in sales because it depends on customers who buy directly from the store so that the sales process and results are less efficient. Therefore, a computerized system is needed to help the sales process and record sales results online, namely, E-commerce.E-commerce is an online-based sales system that is used to view and buy products through the website, by first having an account by registering, after having an account customers can check out and make payments via bank transfer or cash on delivery (COD).&#x0D;
Vehicle Re-identification Using Convolutional Neural Networks

Vehicle re-identification is the process of matching automobiles from one place on the road (one field of vision) to the next. Important traffic characteristics like the trip duration, travel time variability, section density, and partial dynamic origin/destination needs may be acquired by performing vehicle re-identification. However, doing so without using number plates has become challenging since cars experience substantial variations in attitude, angle of view, light, and other factors, all of which have a major influence on vehicle identification performance. To increase each model’s representation ability as much as feasible, we apply a variety of strategies that will bring a major change like using filter grafting, semi-supervised learning, and multi-loss. The tests presented in this paper show that such strategies are successful in addressing challenges within this space.