Reviewerly/exHarmony huggingface dataset:
Deep Learning in Face Recognition for Attendance System: An Exploratory Study

Conventional-manual type of attendance systems can be very time-consuming to some extent, particularly for a significant number. The existence of face recognition technology can solve the inefficiency and ineffectiveness of conventional and manual attendance systems. Among many approaches to implement face recognition, this research focuses on using deep learning approaches as it has been proven to give promising results. There are various algorithms for face recognition, such as Local Binary Pattern Histogram (LBPH), Local Binary Pattern Network (LBPn), Haar Cascade, and Convolutional Neural Network. The use of deep learning can reach 98 percent accuracy. However, it is necessary to conduct further research on its implementation on the real system in order to evaluate the efficiency of the system.Â An interview was conducted with an expert in the field, to understand the concept, trend, and use of deep learning in face recognition, as well as to determine the suitable algorithm for the attendance system.Â This paper presents the results from this interview, which provide an insight based on real practices.
e-Runner: A Mobile Application for Campus Food Delivery Service

Nowadays, technology has played a vital role in revolutionizing the food delivery service and benefits the students, runners, and food outlets in many ways. Life as a student is known to be challenging due to academic load, assignment deadlines, bouncing back and forth to class, extra-curricular activities, etc. This is a typical daily scenario on campus that require good time management. In the preliminary investigation of this study, students prefer to take away their food and dine in their rooms so that they will not waste their time by spending too much time in the cafeteria. It is found that convenience is the prime factor for the students as the orders can be made as simple as a few clicks on any mobile device, and the food and beverages are delivered to their doorstep. Additionally, this can prevent them from spending too much or wasting time buying food. Since food delivery becoming popular and preferable recently, thus, this study is aimed to develop a mobile application named e-Runner for the campus food delivery system. Students can make a food order, check the order status, and view a variety of food and beverages from several food outlets. The modified Waterfall Model has been used as the methodology of this study and consists of 4 phases, namely Requirement Analysis, Design, Implementation, and Testing. The application has been tested using two types of testing; Functionality and Usability Testing. The testing results show that this application has many benefits, such as saving time, convenience and act as an all-in-one platform. Furthermore, it can enhance students' lifestyles and can improve customer experience.
Parallel and Distributed Computation of a Fingerprint Access Control System

This work evaluates the runtime performance of a single-mode biometric recognition system for fingerprint-based access control to secure premises. To speed up the computation time in this system, we resorted to parallel programming, targeting more loops in the verification module. Our approach would therefore be to parallelize all loops that are computationally intensive during the verification of fingerprints in the database. On this, we exploited Microsoft's Task Parallel Library, specifically exploiting the for and for each loop. On the test set performed in sequential and parallel versions in the different data sizes, namely 50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 550, and 600, we can state that the results obtained by the sequential and parallel implementations of our performance test programs allowed us to determine the best approach. Therefore, it is very clear that the sequential program is too greedy in terms of computation time compared to the parallel program which minimizes the computation time.
Pengembangan Media Pembelajaran Flipbook Interaktif PMRI Berbasis Youtube untuk Meningkatkan Daya Tarik Siswa

The lack of use of learning media in learning makes students less enthusiastic in participating in learning. In learning students also need learning media that can help understand the material repeatedly so that it is necessary to develop learning media such as interactive youtube-based flipbook electronic teaching materials. This study aims to produce interactive flipbook electronic teaching materials based on the SPLDV class VIII material which have been tested for validity and reliability. This research is a development research using the ADDIE model. The subjects in this study were: 2 material experts, 2 media experts and 30 student responses. The data collection method used an instrument in the form of a rating scale with a validity assessment sheet for interactive flipbook electronic teaching materials based on SPLDV material. The data analysis technique used is qualitative analysis and quantitative analysis. The data were analyzed using the mean formula to obtain the average score. The results of the research obtained are interactive flipbook electronic teaching materials based on YouTube, SPLDV material received an assessment of 85.50% from media experts, 85.83% from material experts, and 85.73% from users or students. So it can be concluded that the interactive flipbook electronic teaching material based on the SPLDV YouTube material is very feasible at MTs Kun Karima.
STRATEGI KREATIF DOSEN MEMACU PARTISIPASI MAHASISWA DALAM MENGIKUTI PERKULIAHAN

Learning is one of the manifestations of respect for the teacher of recitation where this is realized by an effort to learn science. The purpose of this study is to find out and describe what obstacles students face in attending lectures and how the lecturer's creative strategies stimulate student participation in attending lectures. The study used a qualitative research methodology studied with Educational theory and Behavioristic theory. The results of the research include: student obstacles in attending lectures, namely: 1) physiological factors from within students, namely because they are sick, unhealthy and have physical disabilities. Psychologically, the most important thing is study habits, lack of confidence and difficulty in managing time. 2) external factors, namely the lack of facilities in learning, motivation, economy, lack of socialization so that it is difficult to make friends or adapt both to lecturers and to learning that is followed during lectures. The lecturer's creative strategy stimulates student participation in attending lectures, including: 1). punctuality, firmness and mutual agreement between lecturers and students both for arrival hours, lectures and also agreements in collecting assignments. 2). submission of lecture contracts, so that there are no protests from students, no students repeating courses, 3). learning methods, and periodically changing learning media, 4). hold quizzes, exercises or impromptu games. 5). reminding students the importance of participating in lectures and doing coursework. ask for explanations and what obstacles students experience during the lecture, not demeaning students' abilities or looking down on student behavior.
Implementasi Metode Fisher Yates Shuffle Pada Game Menyusun Huruf Berbahasa Jawa Krama

The Javanese Krama language which is rarely used causes children's politeness towards older people in Javanese society to be very low.So it takes innovation in interesting and easy ways of learning such as making games.Game as one of the learning media is made by arranging letters in Javanese Krama using the Fisher Yates Shuffle method.The purpose of making this game is to provide an alternative medium for learning Javanese Krama language, especially for children.Fisher Yates Shuffle method is a methos to generate random permutations of a set.Implementation of the Fisher Yates Shuffle method in this game can be made using Unity 3D.The result of this research is that the Fisher Yates Shuffle method can be implemented in games by shuffling some letters to answer questions consisting of several verbs and adjectives in Javanese.Following up on this research, the game of compiling letters in Javanese Krama needs to be optimized and expanded in its vocabulary.
Magnetic Levitation Technology As An Object Floating Technique In Wooden Craft

Research and application of magnetic levitation have been expanded in electric motors, generators, radar monitoring systems, car-door central locks, and metal object towing devices. In the operation, the objects do not touch each other. The use of a magnet-based system that floats objects is called a levitation system. In earlier times, fine art had been comfortable with its structure. Consequently, it is not prepared to deal with electromagnetic technology systems. Magnetic levitation technology is the process of floating objects with a gravitational force that rejects or counteracts each other in a magnetic field. This research aims to provide innovations in applying magnetic levitation in designing fine artworks in Indonesia, mainly wooden crafts. The work was designed with eco-design methods. The magnetic levitation techniques have been widely applied in woodcraft art today. The process of floating objects in the air has the property of rejecting each other's components, while the use of permanent magnets sets the object's position stable. Wood material as an object medium is formed to resemble a flying bird stabilized by magnetic levitation techniques. This wooden crafts experiment featured objects spinning and hovering when exposed to the wind.
Hubungan Kecerdasan Interpersonal dengan Interaksi Teman Sebaya Siswa Kelas V SD

This research is a quantitative research with correlational type which aims to determine the relationship between interpersonal intelligence and peer interaction of fifth grade students of SDN 261 Tarasu. The population in this study were all fifth grade students at SDN 261 Tarasu, totaling 40 students, while the sample was 40 students using non-probability sampling technique. The data analysis technique used is descriptive statistical analysis and inferential statistics. Based on the results of descriptive statistical analysis, the description of interpersonal intelligence is included in the good category and peer interaction is included in the very good category, and the degree of relationship between the two variables is 19.71%. Then based on the results of inferential statistical analysis showed that the tcount 3.0468 is greater than the ttable value of 1.686 at the 5% significance level. Thus H0 is rejected and H1 is accepted. From the results of the study, it was concluded that there was a significant relationship between interpersonal intelligence and peer interaction of fifth grade students at SDN 261 Tarasu, Kajuara District, Bone Regency. © Universitas Negeri Makassar 2023
Penerapan Model Pembelajaran Inkuiri Sosial untuk Meningkatkan Hasil Belajar IPS Siswa Kelas V SDN 284 Labuaja Kecamatan Kahu Kabupaten Bone

This research is classroom action research (CAR). The approach used in this study is a descriptive qualitative approach, which aims to describe the application of the social inquiry learning model to improve social studies learning outcomes. The focus of this research is the application of the social inquiry learning model and the improvement of social studies learning outcomes. The setting of this research is SDN 284 Labuaja, Kahu sub-district, Bone district, in the 2021/2022 academic year. The research subjects were teachers and fifth grade students of SDN 284 Labuaja, with a total of 17 students consisting of 5 girls and 12 boys. Data collection techniques used are observation, test and documentation. The data analysis technique is a quantitative and qualitative approach. The results showed that there was an increase, both in teacher and student activities as well as learning outcomes in social studies subjects from cycle I with Enough qualification (C) increased to Good qualification (B) in cycle II. The conclusion of the study is that the application of the social inquiry learning model can improve social studies learning outcomes for fifth grade students at SDN 284 Labuaja, Kahu sub-district, Bone district.
Pengaruh Metode Everyone Is A Teacher Here Terhadap Hasil Belajar Siswa Sds IT Rabbani

This research is a quantitative research with a research designquasi experiment which aims to before and after using the ETH method and knowing whether or not there is a significant effect of using the ETH method on social studies learning outcomes of fifth grade students of SDS IT Rabbani, Tanete Riattang District. Bone District. .Independent Sample T-test. Based on the results of inferential statistical analysis shows the value oft-count (3,237) is greater (&gt;) valuettable (1.67528) at a significance level of 5%. Thus Ho is rejected and H1 received. From the results of the study, it was concluded that there was a significant difference in the use of the ETH method on social studies learning outcomes for fifth grade students of SDS IT Rabbani, Tanete Riattang District, Bone Regency.
Penerapan Metode Speed Reading Untuk Meningkatkan Hasil Belajar Siswa Kelas V pada Mata Pelajaran Bahasa Indonesia SD Negeri 11 Watampone Kecamatan Tanete Riattang Kabupaten Bone

The problem of this research is the low learning outcomes of students in Indonesian subjects. The formulation of the problem in this study is how to apply the Speed Reading Method to improve the learning outcomes of fifth grade students in Indonesian language subjects at SD Negeri 11 Watampone, Tanete Riattang District, Bone Regency? The purpose of this study was to describe the application of the Speed Reading method to improve the learning outcomes of fifth grade students in Indonesian subjects at SD Negeri 11 Watampone, Tanete Riattang District, Bone Regency. The approach in this study is a descriptive qualitative approach. This type of research is CAR recycling. The focus in this research is 1) Application of Speed Reading method, 2) Student learning outcomes. The subjects in the study were fifth grade students at SD Negeri 11 Watampone, Bone Regency. The subjects in this study were 25 students consisting of 12 boys and 13 girls. Data collection techniques used are observation, tests and documentation. Data analysis techniques in this study are data reduction, data presentation and drawing conclusions. The results of the study showed an increase. Cycle I achieved the qualification of Good (B) and in the second cycle achieved the qualification of Very Good (A). The conclusion of this study is that applying the Speed Reading method can improve student learning outcomes in Indonesian subjects in Class V SD Negeri 11 Watampone, Tanete Riattang District, Bone Regency.
Higher-contrast images are better remembered during naturalistic encoding

It is well substantiated that visual memory is affected by conceptual content. However, this is often investigated during top-down task-based instructed encoding and while physical image properties are not manipulated at critical visibility ranges (as low contrast or small size). We have recently shown that during naturalistic encoding (free viewing) without task-related modulations visual image size significantly influences memory. As higher contrast leads to higher activity in early visual processing, we hypothesized that higher contrast images will lead to higher signal-to-noise ratio and better signal quality flowing downstream and will thus be better remembered. Here we show that during naturalistic encoding higher contrast images are remembered better than lower contrast ones (∼14% higher accuracy, ∼1.55 times better). Although image contrast and size modulate early visual processing very differently, our results further substantiate the impact of physical image dimensions (contributing to image visibility) to visual memory during naturalistic non-instructed visual behavior.
CHARITY WEB PORTAL

Nowadays, people are becoming voracious to contribute to society.Many people want to donate generously for the causes they believe in but usually end up doing nothing due to no trust in the system around them.There are a lot of charitable organizations and NGOs who are in need of funds every now and then, which are really working for the betterment of the society.To decrease this fraud, we came up with a new technology called block chain.In this project, there are four typed of users such as government, NGO, retailer and users.Users can donate some amount to the NGO and retailer.Government can see donations for the proposal.This website will make the entire process more transparent.In this website, we are using block chain for charity donation to make it more transparent.This website provides a trust between the users and donors.This helps resolve the trust issues, as people already know what they are paying for and the system will help to solve the problem.
Analysis of Market Obligation Using AI: A Survey

In the future, artificial intelligence is expected to have a significant influence on marketing practises and customer behavior. The authors offer a comprehensive method for evaluating AI's efficiency, which incorporates intelligence levels, task types, and whether AI is implanted in a device and is based on both existing and new research. considerable exposure to reality Prior study has mostly concentrated on a subset of these qualities; however, more research is needed. All three are integrated into this study in a prescribed way. The authors then create a study agenda that looks at how marketing methods and customers are changing now, as well as how they will change in the future. However, it raises important policy challenges such as confidentiality, bias, and morality. Finally, writers believe that machine learning will become more popular. It will be more efficient (rather than replacing) human supervisors whether it supports people.
Artificial Intelligence for Mitigating Patent Process Hurdles

New thrust by the government to develop skill sets and entrepreneurship has resulted in massive inventions and rapid advancement of science and technology. complexity in monitoring, managing adapting, and registering innovations is becoming increasingly difficult due to a massive number of inventions. Maintaining standards for new innovations along with increased time for their scrutiny is causing delays in the adaptation of new inventions. The Intellectual property rights scrutiny towards judging the uniqueness of a particular innovation and prior art search has been made considerably easy by using artificial intelligence and machine learning. This latest technology can help to overcome the cumbersome processes for the allotment of intellectual property rights. This technology eases the burden of managing a large number of innovations filed as patent applications. Data mitigation becomes easy in the area of prior art searches. The world trade organization has announced certain stipulations in the form of law to avoid overlapping of the inventions and grant patents in line with the geographical restrictions. This article makes a concrete proposal to understand the complex interrelationship between trade law, jurisprudence, and the application of artificial intelligence in overcoming the hurdles concerning the patent grant process. The paper also proposes the use of artificial intelligence for patent-related dispute settlement in line with Trade-related aspects of intellectual property rights agreements. The paper advocates the use of artificial intelligence in the area of application and grant of patents.
The Effect of Online Learning on Students' Learning Achievement in Class XI IPS SMA N 2 Lubuk Basung, Agam Regency

This research is motivated by the influence of online learning on student achievement and a decrease in student learning achievement. The purpose of this study is to describe: 1) Knowing online learning in class XI IPS at SMAN 2 Lubuk Basung, 2) Knowing online learning achievement in class XI IPS at SMAN 2 Lubuk Basung, 3) Knowing the effect of online learning on student achievement in class XI IPS SMAN 2 Lubuk Basung. This research is a quantitative descriptive research, namely field research. The approach taken is a quantitative approach by studying research problems based on facts that occur and having close relationships with people to obtain research results. In this study, data collection was carried out using observation, questionnaires and documentation and analysis used is linear regression. The population of this research is all 151 class XI students of SMAN 2 Lubuk Basung. The sampling technique used random sampling technique as many as 62 people. The instrument used is a questionnaire. Data analysis using percentage technique
The Effect of Acceptance of People Friends on Students' Learning Motivation in Class XI IPA SMA Negeri I Bonjol Regency Pasaman

The problem studied based on the phenomenon that researchers found in the field is the behavior of peer acceptance of the learning motivation of students in the school environment at this time is not in accordance with what it should be. Students also play an important role in the acceptance of peers, especially in motivation. So the researcher raised the research problem about how the influence of peer acceptance on the learning motivation of students at SMA Negeri 1 Bonjol, Pasaman Regency. This study aims to describe the acceptance of students' peers, students' learning motivation, the influence of peer acceptance on students' learning motivation. The type of research used is simple linear regression analysis. The population in this study were students of SMA Negeri 1 Bonjol. This sample was taken using a random sampling technique. From the calculation results obtained a sample of 105 people. The instrument used in this research is a questionnaire. To analyze the data, the Pearson Product Moment formula was used in order to see the relationship between the influence of peer acceptance on the learning motivation of students at SMA Negeri 1 Bonjol, Pasaman Regency
Self Efficacy Profile of Students Facing the Transition of Online to Offline Learning (Study of Guidance and Counseling Students at PGRI University of West Sumatra, Class Of 2020)

This research is motivated by the presence of students who are confident when taking online lectures rather than face-to-face lectures, there are students who are late in submitting assignments for various reasons. The purpose of this study is to describe the self-efficacy of students facing the transition period of online to offline lectures seen from: 1) Dimensional level (level). 2) Dimensions of strength (Strenght). 3) The general dimension (Generality). This research was conducted using a quantitative descriptive method. The research population was 64 students who were selected by total sampling technique with 64 participants. The instrument used is a questionnaire. Meanwhile, for data analysis using interval and percentage scores. Based on the results of research on student self-efficacy in facing the transition period of online to offline lectures, it can be seen from: 1) student self-efficacy as seen from the indicator dimension of the level of difficulty (level) is in the good category. 2 Student self-efficacy seen from the strength dimension indicator is in the good category. 3) students' self-efficacy seen from the general strength dimension indicators are in the fairly good category. This research is recommended for students to increase self-efficacy by discussing with lecturers or or peers so that students are able to deal with problems that arise during the transition from online lectures to offline lectures.