Reviewerly/exHarmony huggingface dataset:
A Study on the Management of Staff Remuneration in Wuhan Wanda Realm Hotel before and after the Epidemic

In modern human resources management theory, compensation management is the most important and difficult module: the design of the compensation system and its conformity to the needs of the company's development strategy are the most crucial. Its strategy to meet the needs of employees is simultaneously confronted with a complex external environment. Compensation strategies must also be adapted to maintain the effectiveness of the compensation system. This is a central issue facing hotel operators. This paper takes Wuhan Wanda Realm Hotel as the subject of this study and analyses its compensation structure, pay allocation, performance bonuses, benefits package and employee satisfaction. By comparing industry data, we can understand how Wanda Realm Hotel is operating in the face of the epidemic. To understand how to adjust the remuneration strategy, this study explores the problems in the existing remuneration system, applying theories such as two-factor and profit-sharing, through forwarding specific suggestions on salary differentiation, positions grading standard and salary incentive, this research intends to improve the overall salary incentive system of the Wanda Realm Hotel.
Metaverse and Business Economics: Theoretical Foundations and Research Prospects

The metaverse has become a hot topic driven by the scientific and technological foundation and actual needs. It has received widespread attention in the scientific community, the media, and the private sector. Some studies believe that the metaverse may completely change life patterns. Theoretically, theories related to the metauniverse emerge in an endless stream, but the combination of theory and industry is still in its infancy. This paper analyzes the current situation and development prospects of the metaverse industry from the three properties of the metaverse itself. The metauniverse has broken through the limitations of time and space and has a certain industrial foundation in entertainment, education, and psychotherapy. Human-machine integration is another property of the metauniverse itself. Reality is mapped to the virtual world and combined with virtual natives to bring a new sense of somatic feedback. The third point is the unique economic value of the metauniverse. Decentralized cryptocurrency is widely used, and digital collections are used as commodities in the virtual world to promote monetary circulation. At present, the data of the metaverse industry is relatively small. To analyze the value of the metauniverse more specifically, we need to summarize the data.
Theoretical Mapping for Culture and Art Education Research: An Analysis of Dance Education Literature in South Korea from 2007 to 2022

This study aims to explore the research trends in dance education in South Korea by analyzing forty-one academic articles published between 2007 and 2022. It also seeks to propose ways to improve the quality of dance education and redefine its role within the broader fields of culture and art education. The analysis is divided into four categories - date, target, method, and subject. In summary, the analysis reveals that: 1) the volume of literature related to dance education has been increasing since 2015, 2) research targets consist of twenty-five literature reviews and sixteen human subjects as an upper category, 3) the highest number of research methods includes thirteen literature reviews, six instances of qualitative and quantitative research, five mixed-methods and investigative studies, three case studies, and three development research papers, and 4) regarding the subject, there were seventeen research plans, nine discussions on research direction, six studies on dance programs, four on the relationship between individuals and their sociability, three explorations, and two on research trends.
The Mediating Effects of Grit and Core Competency in the Relationship between Perceived Teaching Competency and Middle School Students’ Well-Being in Expressive Activity Class

The main purpose of this study were to test whether middle school students’ grit and core competencies mediate the relationship between perceived teaching competency and well-being in expressive activity class, and to investigate its invariance across gender and grade. A total of 538 middle school students completed a set of questionnaires measuring the perception of teaching competency, grit, relationship change, problem solving, communication, and well-being. Data were conducted using descriptive statistics, correlation, structural equation modeling, and multi-group analysis. The results of structural equation modeling and multi-group analysis were as follows;First, middle school students’ effort perseverance for learning and interpersonal relationship ability positively mediated the relationship between teaching competency and well- being in expressive activity classes.Second, middle school students’ effort perseverance for learning and creative problem solving skills positively mediated the relationship between teaching competency and well-being in expressive activity classes.Third, middle school students’ effort perseverance for learning and empathy communication skills positively mediated the relationship between teaching competency and well-being in expressive activity classes.Fourth, middle school students’ consistency of interest for learning and interpersonal relationship ability positively mediated the relationship between teaching competency and well-being in expressive activity classes.Fifth, middle school students’ consistency of interest for learning and creative problem solving skills positively mediated the relationship between teaching competency and well-being in expressive activity classes.Sixth, middle school students’ consistency of interest for learning and empathy communication skills positively mediated the relationship between teaching competency and well-being in expressive activity classes.Seventh, the effects of teaching competency, two components of grit (effort perseverance, consistency of interest), interpersonal relationship ability, creative problem solving skills, and empathy communication skills on well-being were variant across gender.Eighth, the effects of teaching competency, two components of grit (effort perseverance, consistency of interest), interpersonal relationship ability, creative problem solving skills, and empathy communication skills on well-being were variant across grade.These findings suggest that middle school students’ perceptions of teaching competency from their teachers in expressive activity classes can strongly facilitate students’s effort perseverance and consistency of interest for learning, interpersonal relationship ability, creative problem solving skills, empathy communication skills, social and psychological well-being.
RANCANG BANGUN SISTEM INFORMASI TUGAS AKHIR MENGGUNAKAN METODE WATERFALL DI FAKULTAS TEKNIK UNIVERSITAS ISLAM NUSANTARA

One of the graduation requirements to get a bachelor's degree is to complete the final project. The implementation of the final assignment consists of several stages, starting with the submission of the proposal, proposal presentations, final project guidance, final project presentations, and final project defense. The Faculty of Engineering (FTEK) is one of the faculties at the Nusantara Islamic University (UNINUS). The implementation of the final assignment at FTEK UNINUS has not been well integrated because it still uses several different tools at each stage, making proposal seminar schedules, final project presentation schedules, and final project defense schedules is also still done manually by education staff (tendik). One of the ways to integrate the implementation of the final project is through information system development. Therefore, a website-based final project information system application was developed using the waterfall software development method with UML, the JavaScript programming language using the NextJS framework, and the PostgreSQL database. The result of this study is the final project information system website application, which is expected to help related parties at FTEK UNINUS implement their final project step by step
Poor Family Classification Decision Support System using the Simple Additive Weighting (SAW) Method

Poverty is a problem that continues to be the focus of attention for the government. Poverty has also caused people to be willing to sacrifice anything for their survival. To anticipate this problem, various policies have been adopted by the government to break the chain of poverty. One of them is providing assistance funds to poor families (PKH). This is felt directly by all levels of underprivileged society. One of the efforts of the Koto Ranah Tapan government to eradicate poverty that occurs in Koto Ranah Tapan is to follow the central government program, namely the launch of government financial assistance (PKH). These funds will be distributed to poor residents in Koto Ranah Tapan through the nagari guardian office in Koto Ranah Tapan. However, the distribution of aid funds to poor families is often not on target due to a large level of manual calculation error which makes the aid not on target and also the office of the nagari village of high cliff village has not been able to objectively determine the families who receive the aid. To help determine which families are worthy of receiving poor family assistance funds, a decision support system is needed. With this Decision Support System (DSS), it is hoped that the decision-making process can minimize the occurrence of wrong targets that often arise in the process of selecting poor families who wish to receive aid funds . In this calculation the author uses the Simple Additive Weighting (SAW) method, because this method is suitable for accurate calculations and is very helpful in calculating any data obtained. The results obtained were that Ade Irma Suryani got the highest score with a score of 10.8 and was ranked at the top (Best 1), so she could be considered the best recipient of aid funds.
Desain dan Analisis Sistem CyberShare Menggunakan Four Node Interplanetary File System (IPFS)

Cybersecurity information sharing is a proactive and collaborative measure in enhancing organizational security by exchanging cybersecurity information using a centralized repository service. However, in practice, the use of centralized services poses a threat to distributed denial-of-service (DDoS) attacks which can result in system failure and cause single point of failure as well as man-in-the-middle (MITM) attacks which can result in modification of information and theft of exchanged information. This threat results in a lack of user confidence in the confidentiality, integrity, and availability of information. This study proposes the design of a secure cybersecurity information sharing (CyberShare) system using a private interplanetary file system (IPFS) network as a decentralized information storage. Unlike centralized storage which only has a single-node, CyberShare systems use four-node IPFS interconnected with swarm keys as authentication keys. This system allows users to store and share information from the sender to the recipient of information, avoiding dependence on a central server and reducing server load. The results of the analysis show that the proposed CyberShare system can guarantee the confidentiality, integrity, and availability of cyber security information. CyberShare systems can enhance the security of the information exchanged so that organizations can safely share and utilize cybersecurity information.
Pengembangan Sistem Klasifikasi Karakteristik Siswa Berbasis Website dengan menggunakan Algoritma C4.5

Student characteristics are one of the attributes of knowing a student's thinking skills and academic abilities. In the process of teaching and learning, appropriate learning strategies must be applied to students. The Hippocrates-Galenus typology categorizes personality types into four different categories, namely sanguine, choleric, melancholic and phlegmatic. Classification of characteristics that use an approach to students based only on experience or intuition can produce inaccurate results and take a lot of time to process. A system with the ability to predict student characteristics is needed in order to be able to assess students more quickly. In this study, the C4.5 algorithm was implemented into a system that aims to carry out the process of classifying the characteristics of students. From the results of the tests carried out, the C4.5 algorithm obtains an accuracy of 90.08%. This shows it is able to classify student characteristics well by using the C4.5 algorithm
Administrative Supervision of Online Education and Training Institutions

Education; Online education; Training institutions; Administrative supervision
Assessment kit as a diagnosing tool of professional education quality

In the system of professional education, the highly relevant problem isto ensure reliable and valid assessment of graduates’ competences, as well asto develop appropriate toolsto do this as explicitly as possible. One of the indicators used in the accreditation of an educational organization isthe proportion ofstudentsshowing certain results when working with diagnostic toolsfrom the assessment kit. The purpose of the study isto identify and justify the diagnostic capabilities of the assessment kit tools to improve the quality of professional education. In the course of the study, the authors analyzed the practice of developing and using assessment toolsfor training area 35.03.06 “Agroengineering” in a number of agricultural universitiesin Russia: Volgograd StateAgrarian University, Kuzbass StateAgriculturalAcademy, Belgorod State Agrarian University named after V.Ya. Gorin, Irkutsk State Agrarian University named after A.A. Ezhevsky and Ulyanovsk State Agrarian University named after P.A. Stolypin. A total of 365 students took part in the study. Sets of assessment toolsincluded 40 questions each from descriptors, reflecting the development ofseveral general professional competences.The greatest difficulties arose forstudents when passing tests, which included questionsreflecting the content ofseveral competences. To ensure that the training of graduates meetsthe requirements ofstate accreditation of educational activities, the authors emphasized the waysto modernize the content and methods of teaching students, taking into account the development trends of the competence-based approach in the theory and practice of professional education.
Digital transformation challenge of transversal competencies of information society: the case of the National Library of Lithuania

Information society in our days displays digital transformation from both individual and organizational perspectives which explores the challenge of creation and need for transversal competencies to fit into changing world and state policies within strategic intelligence decisions in upcoming years. The aim of the paper is related to strategic objectives emerging within public discourse in the case of the National Library of Lithuania determining the relation of public communication to strategic guidelines emerging during the process of such communication and collaboration and other important key transversal competencies.
OPTIMASI OPTIMAL BINNING MENGGUNAKAN ALGORITMA GENETIKA UNTUK MODEL PENILAIAN KREDIT

Credit scoring in financial institutions/banks is very important in determining whether it is feasible or not to receive borrowed funds. Therefore, credit scoring is the most important part of the company and has a great impact on the company's profits. Therefore, there are very strict regulations in the credit scoring process. This credit evaluation uses customer data collected by filling out forms, customer financial history data, and various other data sources. The Optimal Binning Algorithm is an industry-standard method used by data scientists to build credit scoring models. However, data scientists need to analyze each variable or feature individually to understand how the pattern of each variable affects the goal. When there are hundreds or even thousands of variables, it will take a lot of time, From a business perspective, it usually requires a solution that is as fast and effective as possible. To solve this problem, we propose the implementation of evolutionary algorithms to find the best solution of variable value constraints to form optimal binning. Genetic algorithms as a branch of adaptive evolutionary algorithms commonly used to solve value searches in optimization problems. Through this research, genetic algorithms can solve the problem of determining the limitations in the formation of optimal binning ariables very well. The results of the comparison between the classifier methods provide evidence that Logistic Regression can consistently have stable performance. In addition, it can maintain the performance of the predictive model despite changes in trends in the test data, while other methods get a decrease in performance results. In the Logistics Regression t test data, he received an AUC of 0.71
Analysis of the Phenomenon of Cyberbullying in China and Its Countermeasures

With the rapid development of the Internet and various media platforms, the phenomenon of cyberbullying has emerged and intensified, causing great harm to individuals, families and even the whole society. This paper analyzes in detail the reasons for the occurrence of cyberbullying, explores the solutions to cyberbullying in response to these reasons, and proposes multiple means such as national legislation, social restraint, education and guidance, and technical support from platforms to jointly prevent and manage the growing phenomenon of cyberbullying.
Rancang Bangun Game Edukasi Pengenalan Hewan Berbasis Android Menggunakan Unity 3D

Today technology increases rapidl. It should be used in every side of human lifewhich aims to get information. It is useful, helpful and it facilitates human life. The role oftechnology is not only seen in an adult's life, but also children’s lifes, especially in education. The technology will be focused in this research is the technology insmart phones and android, in order to facilitate the child in learning animals introduction. In thedevelopment of this application, it is made as easy as possible in operational control on the gameplay. Education game assessed can add interest in learning according to the survey conducted with the results of the questionnaire from respondents. This game can be run on an android device onsome versions of the operating system, such as Jellybean, Kitkat and Lollipop.Education game is as a means of learning at the same time playing for children, especially children aged 4-6years in order to learn more about the names of the animals.Keywords: game, android, unity 3D, education.
Sistem Informasi Produk Unggulan Desa Kecamatan Cibingbin Berbasis Web dengan Menggunakan PHP dan MYSQL

The supreme products are the ones produced by the Village people which havehigh chances to be marketed and sold and are thus advantageous for them thisthesis which is entitled “: Information System Vilage Superior Product AtDistrict Of Cibingbin Based On Website, Use PHP And MySQL” is a mediafor marketing and selling the Village’s supreme products in the District ofCibingbin. Besides that, by the the existence of a website in the District ofCibingbin, the local officials in the District and Villages of Cibingbin can makethe news related to their regions. The input process of those product are conductedby the Village and the District’s parts. The next process of product selling isconducted by the District’s part. There are three parts who have the right to accessthe website in the District of Cibingbin, namely the District, the Villages and theCustomers
PENGARUH PERMAINAN TEBAK ASON TERHADAP PENAMBAHAN KOSA KATA BAHASA ANAK USIA 5-6 TAHUN

AbstractThis research aims to determine the effect of the Tebak Ason game on the addition of language vocabulary for children aged 5-6 years in Mulia Dharma Kindergarten Pontianak. The research method is pre-experimental with observation and documentation. The research subjects were group B children aged 5-6 years in Mulia Dharma Kindergarten Pontianak. The results showed that the influence of the Tebak Ason game on the addition of language vocabulary for children aged 5-6 years at Mulia Dharma Kindergarten Pontianak, developed very well. The addition of language vocabulary for children aged 5-6 years at Mulia Dharma Kindergarten Pontianak before using the Tebak Ason game was still classified in the moderate criteria or starting to develop, while after using the Tebak Ason game experienced a significant difference or influence and was classified in the criteria for developing very well. Based on the results of the significant value of the paired sample t-test test of 0.000 and the effect size value of 1.868852, it can be concluded that there is a significant effect between the use of the Tebak Ason game on the addition of the language vocabulary of children aged 5-6 years at Mulia Dharma Kindergarten Pontianak.Keywords: Tebak Ason, Game, Language Vacabulary
Automatic Localization of Multi-type Barcodes in High-Resolution Images

Regarding the location of multi-type barcodes in high-resolution images, it is difficult for the existing barcode positioning algorithms to meet the actual needs of efficiency. In this work, a reliable localization framework is proposed to locate multiple types of barcodes in high-resolution images, which covers two steps: extracting multiple types of barcode features through a joint edge detection algorithm and marking the target barcode region with a bidirectional contour labeling method. The result of the target location is represented by the smallest rectangular fit of the barcode region. According to the experimental results, the proposed method can locate multi-type barcodes in high-resolution images with an accuracy of 99.06% and a speed of 2,906 ms.
Varieties of STS: Luminosities, Creative Commons, and Open Curation

Four STS (science, technology and society) collectives (from Kenya, Turkey, Japan, and Ecuador) presented their archives and accounts of their collective work at two meetings of the Society for the Social Study of Science (4S) in Sydney 2018, and New Orleans 2019. These presentations are not only very interesting in themselves, but are housed on a digital platform (Platform for Experimental Collaborative Ethnography or PECE) that poses the question—and attempts to build a solution—of how ethnographic materials can be digitalized and made available for productive further activity. This text is a guiding summary for a set of further engagements published on PECE entitled: “Kenya: Techpreneur, Transnational Node, Kibera” (2023a), “Turkey. Inside and Outside the University” (2023b), “‘Japan’/Japan On Line: NatureCulture” (2023c), and “Ecuador: Thirdspaces amidst Social Conflict” (2023d), and “Bibliography for Varieties of STS” (2023e). These engagements help to ask: do long texts such as these four parts create need to be fragmented, tagged, and curated, into perhaps GPT-4 chunks, to be useful on new digital platforms such as PECE? Will this be required for next generation literacy of humans and machines alike, or more-than-human readers, analysts, and synthesizers?