Reviewerly/exHarmony huggingface dataset:
Leader-Follower UAV formation flight control based on feature modelling

To solve the problems of backstepping error and poor dynamic tracking approach rate in traditional PID neural network control in UAV formation flight control, a Leader-Follower UAV formation flight control method based on feature modelling is proposed,and the pose relationship model between virtual follower and pilot is established by trajectory tracking and pose dynamic fitting. The pose distribution of thefollower is analyzed in the ground coordinate system, and the parameter information of linear velocity and angular velocity control of UAV is obtained, and the backstepping sliding mode formation controller is formed. The variable structure PID neural network controller is used to design the flight control law of UAV formation, and the fast piecewise power approaching factor is introduced into the PID controller to eliminate the chattering of sliding mode control. The simulation results show that this method can ensure the rapidity of UAV formation flight control also show strong anti-jamming ability. Due to the fast piecewise power approach rate, the UAVs can complete the UAV formation reorganization under disturbance and buffeting in a short time, and the trajectory tracking error approaches zero, and it has good anti-buffeting ability.
A multi-threaded virtual DOM difference method based on web worker

With the development of web technology, web pages become more and more complex. Using the virtual DOM method can make the web page have efficient update performance without reducing development efficiency. An essential part of this method is the ability to quickly calculate the differences between the old and new virtual DOMs and update them into the old DOM. This paper presents a multi-threaded virtual DOM difference method based on web workers. This method improves the performance of difference method by offloading tasks to worker threads and using a multi-threaded parallel method based on worker thread pools, and presents a method based on SharedArrayBuffer to reduce the consumption of data communication between threads. Experimental results show that compared with the original main thread difference method, the new method can obtain a speedup ratio of 1.3x-2.4x in the scenario of 10k scale nodes and four threads.
Crafting People Descriptions: A Case Study of Student Public Speaking in a Non-English Department

The abilities of students’ public speaking are different at some level. This study investigates the students’ speaking skills in describing people in the Non-English Department. The type of this research was a quantitative descriptive study design. The instrument of this study was the test; the type of the test was public speaking in describing people. The population of this study was 37 students in the 2nd semester of sports and health education. The sampling technique was total sampling. The sample was 37 students. Primarily based on the result, the researcher discovered that one student (2%) has a good score, 17 students (46%) have an average rating, and 19 college students (51%) have a fair rating. It means that the score of students' speaking skills in describing humans became a truthful stage. It brought about mispronunciation of phrases (body, eyes, nose, and colour), messy grammar, lack of vocabulary, fluency gradual, and comprehension most effective a little and quite simple.
Perkembangan Bahasa Dan Pengaruhnya Terhadap Perubahan Kaidah Ejaan Bahasa Indonesia

Along with the progress of science, technology and art, language has also become the spotlight for its development. The development of language has an impact on its changes, some of the impacts of changes can change the rules that have been made, especially Indonesian spelling. Changes in spelling rules have changed several times from time to time. So this change requires educators, especially teachers, lecturers, even students, as well as the wider community to review the changes in Indonesian spelling rules that have occurred so that they comply with the established guidelines. The purpose of this research is to find out the development of language and its influence on changes in Indonesian spelling rules and to know the impact on educators and the wider community. This was a descriptive qualitative research using data collection techniques through questionnaires and direct interviews in collecting data. The results showed that students, educators: tutors, teachers and lecturers of Indonesian felt that Indonesian should be prioritized and could stand alone along with the developments in science, technology and art, while the general public felt that spelling was too complicated to learn, therefor society must review the changes that occur according to written guidelines.
Analysis of Collaborative Project-Based Language Learning Method: Efforts to Improve Language Education Quality for Tourism Students

Language education in the context of tourism has become a crucial focus in enhancing the quality of education for tourism students. Collaborative project-based learning methods have emerged as an effective approach to boost the foreign language proficiency of tourism students by involving a pentahelix collaboration between the tourism industry and tourism students. The objective of this study is to analyze the collaborative project-based learning method and the efforts made to enhance the quality of language education for tourism students. This study involves a comprehensive literature review to identify the advantages of the collaborative project-based learning method in the tourism context. The findings of this research indicate that this method offers real-life experiences in the tourism context for students, enabling them to apply language skills in situations relevant to the tourism industry. Collaboration with the tourism industry allows students to learn from industry practitioners, receive guidance, feedback, and valuable insights into the use of language in the tourism industry. This helps enhance students' understanding of language needs in the tourism workforce. The implementation of the collaborative project-based learning method also enhances students' communication skills in the target language, including the correct use of grammar and sentence structures. The method also emphasizes the language needs within the tourism industry, enabling students to acquire knowledge of specific vocabulary, phrases, and expressions related to tourism. In conclusion, the collaborative project-based learning method brings significant benefits in enhancing the quality of language education for tourism students. By involving the tourism industry and providing real-life experiences in the tourism context, this method helps students develop communication skills, gain a deeper understanding of language use in the tourism industry, and prepare them for the multilingual and multicultural demands of the tourism workforce.
IMPACT OF E-LEARNING ON THE ACADEMIC PERFORMANCE OF UNIVERSITY STUDENTS

E-learning has recently grown in importance and usage among educational institutions worldwide due to the expansion of internet technology. Web-based learning, online learning, dispersed learning, computer-assisted education, and internet-based learning are all used to describe e-learning. E-learning is an online learning platform that gives users, or students access to information or expertise. Because e-learning is intangible and digital, poor time management, the learning model's newness and the lack of physical monitoring of students' progress can lead to university students failing academically. Thus, this study aims to determine the effect of e-learning on students' academic performance. A quantitative survey-based research approach is used in this study. The populations in this study are STML final-year students in UUM. The methodology used a quantitative questionnaire type of Google form with a total sample of 150 people. A Google form survey was distributed via Telegram, WhatsApp, and Facebook to collect the information from respondents. The data analysis technique used in this study is Statistical Product and Service Solutions (SPSS). Based on the findings of this research, e-learning was determined by four aspects (usability, easy-to-use, quality of education system, and quality of information). The results show that e-learning has a positive relationship with academic performance. Also, the results across gender, age groups, and academic programs demonstrate no significant differences in academic performance under e-learning.
Motion in Real and Virtual Worlds

We now want to model motions more accurately because the physics of both real and virtual worlds impact VR experiences. The accelerations and velocities of moving bodies impact simulations in the VWG and tracking methods used to capture user motions in the physical world. Section 8.1 introduces fundamental concepts from math and physics, including velocities, accelerations, and the movement of rigid bodies. Section 8.2 presents the physiology and perceptual issues from the human vestibular system, which senses velocities and accelerations. Section 8.3 then describes how motions are described and produced in a VWG. This includes numerical integration and collision detection. Section 8.4 focuses on vection, which is a source of VR sickness that arises due to sensory conflict between the visual and vestibular systems: the eyes may perceive motion while the vestibular system is not fooled. This can be considered as competition between the physics of the real and virtual worlds.
Light and Optics

Knowing how light propagates in the physical world is crucial to understanding VR. One reason is the interface between visual displays and our eyes. Light is emitted from displays and arrives on our retinas in a way that convincingly reproduces how light arrives through normal vision in the physical world. In the current generation of VR headsets, a system of both engineered and natural lenses (parts of our eyes) guides the light. Another reason to study light propagation is the construction of virtual worlds. Section 4.1 covers basic physical properties of light, including its interaction with materials and its spectral properties. Section 4.2 provides idealized models of how lenses work. Section 4.3 then shows many ways that lens behavior deviates from the ideal model, thereby degrading VR experiences. Section 4.4 introduces the human eye as an optical system of lenses. Cameras, which can be considered as engineered eyes, are introduced in Section 4.5. Finally, Section 4.6 briefly covers visual display technologies, which emit light that is intended for consumption by human eyes.
Evaluating VR Systems and Experiences

Opportunities for failure exist at all levels, from hardware, to low-level software, to content creation engines. As hardware and low-level software rapidly improve, the burden is shifting more to developers of software engines and VR experiences. This chapter presents several topics that may aid engineers and developers in their quest to build better VR systems and experiences. Section 12.1 introduces methods for guiding them to improve their discriminatory power. Rather than adapting to become oblivious to a problem, a developer could train herself to become more sensitive to problems. Section 12.2 applies the fundamentals from this book to provide simple advice for VR developers. Section 12.3 covers VR sickness, including the main symptoms and causes, so that VR systems and experiences may be improved. Section 12.4 introduces general methods for designing experiments that involve human subjects, and includes some specific methods from psychophysics. All of the concepts from this chapter should be used to gain critical feedback and avoid pitfalls in an iterative VR development process.
Tracking

We now want to model motions more accurately because the physics of both real and virtual worlds impact VR experiences. The accelerations and velocities of moving bodies impact simulations in the VWG and tracking methods used to capture user motions in the physical world. Section 8.1 introduces fundamental concepts from math and physics, including velocities, accelerations, and the movement of rigid bodies. Section 8.2 presents the physiology and perceptual issues from the human vestibular system, which senses velocities and accelerations. Section 8.3 then describes how motions are described and produced in a VWG. This includes numerical integration and collision detection. Section 8.4 focuses on vection, which is a source of VR sickness that arises due to sensory conflict between the visual and vestibular systems: the eyes may perceive motion while the vestibular system is not fooled. This can be considered as competition between the physics of the real and virtual worlds.
Evaluasi Usabilitas Dan Rekomendasi Desain Antarmuka Website Kesehatan (Studi Kasus: Hellosehat.Com)

The Covid-19 pandemic is an encouragement for all people to be able to transform from previously having to meet face-to-face, forced by circumstances to turn into online meetings. All aspects of human life are forced to change, including in terms of health. In the current pandemic era, people are afraid to travel for treatment or even consult a doctor in person. With health websites such as hellosehat.com or other health websites, people can be helped to access health information. This health website can be an alternative for patients who have minor illnesses that do not need medical treatment or medical equipment assistance from the hospital. Therefore, a website interface that is easy to understand by users is needed so as not to be confused when accessing and using the website.&#x0D; This study aims to evaluate the interfaces of existing health sites. In this case study, researchers used hellosehat.com site to evaluate. The method used in this study is the goal directed design method, where in this method there are six steps, namely research, modelling, requirements, framework, refinement, and support. &#x0D; The development of hellosehat.com site using the goal directed design method resulted in an increase in usability, namely effectiveness which increased from 62.22% to 97.78%, which was an increase of 35%. In the efficiency factor, there was an increase of 44%, where in the initial test it scored 49.88% increasing to 94.77%. In the satisfaction factor, there was an increase of 26%, from 65% to 91.25%.
Pengujian User Experience pada Aplikasi ITTP IGracias Menggunakan System Usability Scale (SUS) dan Usability Testing

In the first time published, the IGracias ITTP android application has never experienced usability analysis testing of the application. Application analysis is a step to determine the successful implementation of an application. The purpose of this study is to determine the level of User Experience in the IGracias ITTP android application by implementing the Usability Testing and System Usability Scale (SUS) methods as an analysis of the usability of the IGracias ITTP android application. The research was conducted by utilizing the Maze and Google Form applications to collect questionnaire data. The results of the research on the reliability test showed that the Cronbach's α score was 0.818. Then in the Pearson Moment Product correlation validity test, it obtained a T-Table score of 1.734 which was stated as valid. Furthermore, the IGracias ITTP android application obtained a SUS score of 62. From the results of the SUS score, the IGracias ITTP android application was included in category D with the adjective Ok and for the results of Usability it obtained a score of 60.
Penerapan Augmented Reality sebagai Media Pembelajaran Perubahan Wujud Benda untuk Sekolah Dasar Berbasis Android

The COVID 19 outbreak has had a tremendous impact. In Indonesia in the education sector, face-to-face learning in the classroom is replaced by online learning by utilizing internet applications and technology. With such sudden changes in learning methods, UNICEF Indonesia and the Ministry of Religious Affairs of the Republic of Indonesia conducted a survey on the level of development and satisfaction in learning, and the results in elementary school learning are very many children who find it difficult to learn and understand the material, especially materials that require time, practice and reasoning, as well as material Changes in The Form of Objects in the subjects of Natural Sciences Elementary School Third grade. With such case studies, the authors provide solutions by providing more interesting and easy-to-understand learning methods, namely using the concept of Augmented Reality. This android-based Perwuda CPG app combines the concept of markers in the form of picture cards with Augmented Reality apps. Markers contained on the picture card will be captured by the camera from the smartphone device and then processed to bring up 3D objects and some 3D objects that have been animated from changes in the shape of objects on the layer in realtime. The results of this Perwuda CPG trial on several types of smartphones show that all functions in the Application are running well. Then for user satisfaction researchers use heuristic evaluation method with 10 heuristics to three expert usability evaluators. There are 30 questions for each evaluator, in evaluating the application evaluators find problems, but the problem is found by some evaluators only, where the first evaluator finds 17 problems, the second evaluator finds 6 problems, the third evaluator finds 12 problems. The results of each evaluator in the number and in average so as to produce the highest severity rating for CPG application problems that is in visibility of system status with an average number of values - average value of 1.22, and severity rating is the lowest consistency and standards with an average number - average value of 0.22
Corpus Exanime

This essay suggests that to read black art the viewer is obliged to read what is not there. What does this paradoxical statement imply? First, it implies that every black image is a caricature—a refusal—of the blackness of its concept; and to that extent what we see as black is no longer readable or seeable as image (or Dasein). Secondly, taking as my example the singular relation between pain and image in the artwork of Donald Rodney, and in particular the notion of a corpus exanime, I examine the implications of this notion for the traditions of art, philosophy, and aesthetics more generally.
Privacy-Preserved Data Trading via Verifiable Data Disturbance

To motivate data owner (DO) to trade data, the existing data trading allows DO to sell the disturbed data to the data consumer (DC), where the disturbance parameter and the data price are negotiated by them, and DO independently adds the disturbance noise to data (usually continuous type) following the negotiation result. However, DOs may violate the negotiated parameter and add more noise to data while obtaining the negotiated price, which damages DC's disturbed data availability. This deficiency is rooted in the absence of supervision and verifiability on DOs' independent disturbances. Aiming at the above problem, we devise a privacy-preserved data trading via verifiable data disturbance. Specifically, the honest-but-curious disturbance server (DS) is introduced to generate encrypted verifiable disturbance noises, and secretly distribute noises to DOs referring to the method of private information retrieval. Using homomorphic encryption, DOs finish data disturbance without knowing noises' specific sizes. Subsequently, DC selects DOs to verify with our proposed anti-forgery verification, where the anti-forgery on both disturbance noise and original data guarantees verification correctness. Theoretical analysis proves that DOs' original data is preserved in data trading. Extensive experiments using the real-world dataset demonstrate that our scheme can detect more than 80% of malicious DOs and decrease their utilities to punish malicious disturbance compared with existing works.
A Side-Channel Analysis of Sensor Multiplexing for Covert Channels and Application Profiling on Mobile Devices

Mobile devices often distribute measurements from physical sensors to multiple applications using software multiplexing. On Android devices, the highest requested sampling frequency is returned to all applications, even if others request measurements at lower frequencies. In this paper, we comprehensively demonstrate that this design choice exposes practically exploitable side-channels using frequency-key shifting. By carefully modulating sensor sampling frequencies in software, we show how unprivileged malicious applications can construct reliable spectral covert channels that bypass existing security mechanisms. Additionally, we present a novel variant that allows an unprivileged malicious application to profile other active, sensor-enabled applications at a coarse-grained level. Both methods do not impose any special assumptions beyond accessing standard mobile services available to developers. As such, our work reports side-channel vulnerabilities that exploit subtle yet insecure design choices in Android sensor stacks.
The performance of Naïve Bayes, support vector machine, and logistic regression on Indonesia immigration sentiment analysis

In recent years various attempts have been made to automatically mine opinions and sentiments from natural language in online networking messages, news, and product review businesses. Sentiment analysis is needed as an effort to improve service performance in the organization. In this paper, we have explored the polarization of positive and negative sentiments using Twitter user reviews. Sentiment analysis is carried out using the Naïve Bayes (NB), support vector machine (SVM), and logistic regression (LR) model then compares the results of these three models. The results of the experiment showed that the accuracy of LR was better than SVM and NB, namely 77%, 76%, and 70%.
A highly scalable CF recommendation system using ontology and SVD-based incremental approach

In recent years, the need of recommender systems has increased to enhance user engagement, provide personalized services, and increase revenue, especially in the online shopping industry where vast amounts of customer data are generated. Collaborative filtering (CF) is the most widely used and effective approach for generating appropriate recommendations. However, the current CF approach has limitations in addressing common recommendation problems such as data inaccuracy recommendations, sparsity, scalability, and significant errors in prediction. To overcome these challenges, this study proposes a novel hybrid CF method for movie recommendations that combines the incremental singular value decomposition approach with an item-based ontological semantic filtering approach in two phases, online and offline. The ontology-based technique is leveraged to enhance the accuracy of predictions and recommendations. Evaluating our method on a real-world movie recommendation dataset using precision, F1 scores, and mean absolute error (MAE) demonstrates that our system generates accurate predictions while addressing sparsity and scalability issues in recommendation system. Additionally, our method has the advantage of reduced running time.