Reviewerly/exHarmony huggingface dataset:
To the Question of the Artistic Value of Author’s Copies by Naive Artists: Nina Varfolomeeva

Nina Varfolomeeva is one of the most famous Russian amateur artists, her name was included in the World Encyclopedia of Naive Art, her works are in public and private collections. Her work is limited to 20 repetitive subjects, and her example allows us to talk about a fairly common phenomenon in artistic primitive. The concept of “originality of a work” is of value for author’s creativity, however, in naive art, author’s self-repetition is not uncommon — there may be three or four copies of one work, which does not affect their value in the art market. Naive art has such a feature due to its borderline state between “high” and folk art, in which there are no concepts of “original” and “copy”. The artist’s painting style differs in the early and late periods, which also speaks of another feature of some naive artists — the transition from an amateur painting style to a popular print. It should be assumed that this is a direct consequence of the success of the artist’s works in the art market and the increase in the number of works created. The article proves that the simplification of the artistic language of Varfolomeeva’s later works is a transition to decorativeness, characteristic of folk art.
The Effect of Using Pattern Guide Strategy on the Students’ Reading Comprehension in Narrative Text

The students in the eighth grade of MTs Imam Ibnu Katsir Pekanbaru had some phenomena in reading. First, the students got difficult in understanding the social function. The second, the students got difficult in understanding the grammar in narrative text. Concerning the syllabus of MTs Imam Ibnu Katsir Pekanbaru, the students’ comprehension of social function, generic structure, and language features in narrative writing. This research aims to identify the effect of pattern guide strategy on the students' reading comprehension in narrative text. This research was conducted at the eighth-grade students of MTs Imam Ibnu Katsir Pekanbaru in January 2018. The research design used quasi-experimental research. The samples of this research were the students of class VIIIa consisting of 25 students and class VIIIb composed of 22 students. The data were collected by pre-test and post-test. Then, it was analyzed statistically by using SPSS verse 16.0. Then, the data were calculated by using N-Gain between pre-test and post-test in the experimental class. After conducting this research, the result of this research was that the post-test score of the experimental class was getting higher than the pre-test score. It can be seen from the average post-test score of the experimental class was 71.40, which improved from the pre-test score 56.80. The average post-test on the control class was 66.36 was lower than the experimental class. In conclusion, it can be stated that the students who are taught using pattern guide strategy achieve better than those who are not taught using pattern guide strategy.
Security analysis of image CAPTCHA using a mask R-CNN-based attack model

The CAPTCHAs are attacked by automated programs to break their underlying design principle. Therefore, analysing the robustness of CAPTCHA is the critical requirement. Recently, a neural style transfer-based image CAPTCHA called style area CAPTCHA (SACAPTCHA) has been reported. Though the security of SACAPTCHA is evaluated on R-CNN and FCN attack models using accuracy metrics, they are ineffective to analyse its robustness. Therefore, we propose a mask R-CNN-based attack model to critically analyse the robustness of SACAPTCHA. The proposed model performs a shape-wise analysis to test the usability of different shapes and quantifies the model performance using the F1-score. The simulation results show the highest F1 score of 0.962 and 0.828 for star and circle shapes in dataset-1 and dataset-2 respectively. The results show that model prediction is independent of the regularities of the shape. The observations prove that SACAPTCHA is vulnerable to object detection attack even after using irregular shapes.
INCREASE THE USAGE OF INFORMATION SYSTEMS BY GAMIFICATION

Some companies have already taken advantage of the motivational ideas behind the concept of gamification since it became known. So far, there is an essential collection of application areas that have been proven for successful gamification. This paper focuses on the little-explored site of using gamification aspect implementation in information systems to increase the user transaction. The authors would like to determine which gamification elements and aspects are suitable for growing the rapid exchange of knowledge supported by information systems in a practical implementation. For this purpose, the terms gamification, information system, and the required knowledge management are first presented and secondly connected.Additionally the underlying self-determination theory is explained in more detail to understand their necessity. For successful gamification, it is also essential to know the previous areas of application and success. The paper also deals with existing risks during gamification implementation and mistakes made with “gamifying” the system. Using qualitative interviews during a more comprehensive case study research design, employees of an international working company are interviewed to use their opinions from a direct source to formulate the best possible aspects for gamification supporting the usage of an information system for knowledge sharing. The outcome of the expert interviews was a guideline for successfully implementing gamification aspects in a particular situation.It turned out that gamification is very much dependent on the respective process and the branch of the company. Game mechanics and dynamics, which do not consume a lot of time and are easy to implement, have proven to be more advantageous and better accepted by the respondents. In particular, elements that provide quick feedback were very much supported by the experts. In addition to these findings, the authors found out that many other factors and influences have to be considered, such as sound and correct communication, especially when introducing new dynamics. Also, the information system should be user-friendly even before gamification is applied, since otherwise the usage cannot necessarily be increased by other elements.
Age Invariant Face Recognition System

The face is one of the easiest ways to distinguish the individual identity of each other.Face recognition is a personal identification system that uses personal characteristics of a person to identify the person's identity.Human face recognition procedure basically consists of two phases, namely face detection, where this process takes place very rapidly in humans, except under conditions where the object is located at a short distance away, the next is the introduction, which recognize a face as individuals. Stage is then replicated and developed as a model for facial image recognition (face recognition) is one of the muchstudied biometrics technologies and developed by experts. There are two kinds of methods that are currently popular in developed face recognition pattern namely, Eigen face method and Fisher face method. Facial image recognition Eigen face method is based on the reduction of face dimensional space using Principal Component Analysis (PCA) for facial features.
Pelatihan Penulisan Proposal PTK Bagi Guru SDN Di Kecamatan Pondok Kubang Kabupaten Bengkulu Tengah

The ability to write reports on the results of classroom action research is a must for professional teachers. This community service activity aims to provide changes in attitudes, knowledge, and skills in writing Classroom Action Research proposals for SDN teachers in Pondok Kubang District, Central Bengkulu Regency. This activity was carried out at SDN 01 Pondok Kubang and was attended by 30 teachers. This activity uses training methods through lectures, question and answer, guided discussions, and practical demonstrations. The training activities were carried out by three resource persons from the Indonesian Language Education Study Program, FKIP, Bengkulu University. The activity was carried out through the presentation of the HTA proposal writing material which included (1) the title and problems of the PTK, (2) the procedures and principles of the CAR, and (3) the design framework or the CAR proposal. Training activities are carried out in three stages, namely (1) the planning stage, (2) the implementation stage, and (3) the evaluation stage and the reporting of activity results. The results of this community service activity can be concluded that there has been a change in the mindset (attitude), knowledge, and skills of participants or teachers in writing Classroom Action Research proposals. This can be seen from the changes in (1) the knowledge and skills of participants in writing CAR proposals, in particular being able to compile HTA titles and problems, compiling a theoretical framework according to conceptual references, and research methodologies and (2) changing participants' mindsets in responding to discussion activities very enthusiastic and stated that this training was useful in the efforts of teachers to compile a good CAR proposal. Thus, this training is useful and provides a change in mindset, knowledge, and skills in writing PTK proposals for SDN teachers in Pondok Kubang District, Bengkulu Tengah Regency. Keywords: Training, Writing, Proposal, Classroom Action Research.
Development of Information Website for PAUD Al Lathifiyah IV as PAUD Promotion Media and School Profiles

&lt;em&gt;The website is a medium for delivering information and online promotional media that the broader community can access. Generally, every school should have a website as a complete school profile. However, so far, the information and promotion of PAUD Al Lathifiyah IV Lamongan have only been limited to word of mouth (WOM) through local people. This study aims to develop the PAUD Al Lathifiyah IV website as a promotional media and school profile. Implementation of PAUD website used CMS WordPress. Based on the research results, the PAUD Al Lathifiyah IV website could be applied and run well and was responsive on all browser devices. With the PAUD Al Lathifiyah IV website, the way of delivering information and promotions was more effective and accurate than information obtained by word of mouth.&lt;/em&gt;
A Novel Path Planning System for Guidance of Blind People using Integration of GA and A* Techniques

It is a challenging task for the blind people to perceive indoor environment information and walk independently.Path planning is a crucial requirement to provide constant assistance for blind people to navigate from one location to another.This paper presents a novel system for path planning to assist blind people for walking through the indoor environment and avoiding the obstacles.The algorithm is based on genetic algorithm and A* algorithm to select the shortest path that achieves the lowest computational time.A comparison a mong the GA, A* and the new algorithm shows that is faster and shorter than the previous algorithms.
Pengelolaan Perpustakaan Digital Pada Perpustakaan SMA Negeri 4 Kendari

The purpose of this study is to determine the Management of Digital Libraries at SMAN 4 Kendari Library. Data analysis techniques used a qualitative approach using descriptive methods. The location of this research is at the SMAN 4 Kendari School Library located on Jln. Ahmad Yani No.13, Bende Sub-District, Kadia District, Kendari City / District, Southeast Sulawesi Province. The results of this study indicate that the Management of Digital Libraries at SMA Negeri 4 Kendari, namely the Planning of library at SMA Negeri 4 Kendari has been very well thought out, starting in the application of digital libraries, backgrounds to the preparation of work programs, with the existence of a digital library library head and all staff when This has completed the digital collection making it easier for users to find manuals to help teaching and learning activities and assist the learning process. collection management and facility management is adequate where users can utilize digital libraries in the SMA Negeri 4 Kendari library whenever needed. but the HR itself is not maximized where human resources are still lacking, especially librarians who have talent in the computer field. Suggestions for the library of SMA Negeri 4 Kendari namely: digital libraries are expected in the management of human resources to be more noticed especially adding librarians who have talent in the field of technology so that digital services become more advanced for the future.Keywords: Library, Library Management, Digital Library.
Hulls of Cyclic Codes over the Ring F2 + vF2

Hulls of linear codes over finite fields have been introduced and become of interest due to their wide practical applications. Recently, the concept of hulls has been generalized to linear and cyclic codes over the finite chain ring Z 4 . In this paper, hulls of cyclic codes over a non-chain ring F 2 + v F 2 are studied, where v^ 2 = v . The hull dimensions and the average hull dimension E ( n ) of cyclic codes of length n over F 2 + v F 2 are determined. Asymptotically, if n is odd, it turns out that E ( n ) is zero or it grows the same rate as n .
Cryptocurrency, Imperfect Information, and Fraud

We study cryptocurrency in a monetary economy with imperfect information. The network imperfection provides traders opportunities to engage in double spending fraud, but the trackability of transaction messages allows us to impose proof-of-work (PoW), proof-of-stake (PoS), and currency exclusion to mitigate fraud incentives. However, PoW consumes energy, and PoS requires extra cryptocurrency to be held as deposits, so deterring fraud may not be optimal. We find that forks can serve as signals to detect double spending fraud and to trigger punishments. If the probability is high that forks appear under double spending, imposing PoW and PoS to deter fraud is optimal; otherwise, it is optimal to save the cost but allow for double spending. Finally, by endogenizing the incentives to double spend and the size of PoW and PoS, we show that cryptocurrency economy can achieve efficient allocation as the imperfectness of the internet is sufficiently low.
Distance Education and Education Quality at HEIs in Ukraine During Covid-19

The article addresses the issue of the quality education provided by the teaching staff members at higher education institutions (HEIs) in Ukraine during the COVID 19 lockdown.It is a comparative study based on the survey conducted by the State Service for the Quality of Education in Ukraine that explained how HEIs transitioned to online teaching and learning in the spring semester of 2020.This study is a follow up, conducted in January 2021 to continue investigating trends and developments that characterized the autumn semester of 2020.The findings prove that although teaching staff members are emotionally challenged by the lack of technological skills and technology to teach online, the need to spend much time to develop online resources, about 92 % of the faculty provided quality online teaching in the autumn semester of 2020.This was possible due to the organized HEIs management strategies that enhanced the transition to online teaching and learning as well as HEIs faculty professional attitude and motivation to overcome challenges that HEIs in Ukraine are currently facing.It is also concluded that HEIs need to reconsider approaches to allocate workload so that faculty could have more time for professional and personal development as well as be able to provide every student with individualized teaching.These factors are likely to become critical for enhancing quality education in Ukraine.
Searching Techniques over Encrypted Cloud Data

Nowadays, large amount of data can be stored in the cloud.To preserve the secrecy of the data, the data must be encrypted.Encryption techniques play a major role when data are outsourced to the cloud, so that only the authenticated users can access.This study focuses on different searching techniques over the encrypted data in cloud.In this paper a comparison between different kinds searchable encryption techniques according to the features of multiple keyword, amount of scale data, search complexity, accuracy, and, amount of storage.
Application of Gamification as a Driver for better Business Performances: Case of Grouper

Gamification appeared in the realm of marketing and became popular after 2010.The use of gaming applications has become a significant trend in the business world, as an opportunity for alternative interaction with users, particularly applicable in e-commerce.The goal of this study is to examine the effects of using gamification on increasing the customer database and sales or identifying the ability of gamification in turning visitors to users and users to customers, as well as the effects on event promotion and awareness.The research instrument used in this study to develop the game "Birthday slot machine" is the D6 design framework for gamification.Data used in this study is collected for a period of 15 days when the game was implemented, starting January 15 to January 30, 2014, from Grouper's customer and sales database.Descriptive analysis and T-test are used to analyze the effects of gamification application.The findings showed that the application of a well-structured game was effective, resulting in an increase in the number of new customers during the game by 318 %, an increase in monthly sales by 45 %, and well-created awareness for the company and event that was promoted.
A Contrastive Analysis of Imperative Sentences in English and Galela Language at Sabatai Tua Village

Aim of this research was analyzing the sorts of imperative sentences in English and Galela Language and describing imperative sentences markers in English and Galela Language. The method of this research was qualitative method by using descriptive design. The method in collecting data was documentation, interview, and observation. The analyzing of the data used contrastive analysis and descriptive. The procedure of analysis was finding the similarities of type and marker. The result of analysis presented that English and Galela language had similarity of type; they were positive and negative, but different in markers. The marker of imperative Sentences in Galela language was signed by word of wa, e, upa, hino, and sufix -si. Hence it can be concluded that imperative sentences in English and Galela language were partly correspondence.
Morfological Awareness of Students English Language Program of Universitas Islam Riau Pekanbaru: An Analysis Study

This study is aimed to investigate the students’ morphological awareness which is employed by the third semester of English students FKIP Universitas Islam Riau Pekanbaru Riau, Indonesia.This study is the qualitative design namely case study. The instrument of this study was documentation or the scrips of the students in the final examination result in the academic year 2019-2020. In this case, the researcher has analyzed the data using the Cresswell method. The result of this study found that some of the students still have a problem in using derivational affixes such as in changing the classes of words from verb to noun, noun to adjective, adjective to a verb, adjective to an adverb
THE ROLE OF MOBILE INSTANT MESSENGER AS SUPPORTIVE PLATFORM FOR MEDICAL CAREER INTERVENTION

Background: Career intervention in medical students is an activity meant to increase awareness and early exposure on various medical careers. Utilization of technology as a support to career intervention model offers a novel approach that might optimize the exposure and quality of the intervention and can be developed as a safe and non-judgemental environment for the students to talk about career-related topics. Aims: This study aimed to determine the use of mobile instant messenger as a supportive tool for medical career intervention. Learning Media Review: LineTM is a mobile instant messenger platform that is used to communicate and send messages using the internet. This platform provides voice and video calls, text messages, polls, and other features such as: stickers, photos, videos, voice messages, and location. These features can be accessed free of charge by users. This article uses discussion and participatory observation methods for three weeks. Thirty six (n=36) first-year medical students that were joining a career introduction course were placed into on online group, a LineTM group, led by two facilitators to guide their daily discussion. The responses are voluntary and they were encouraged to express themselves freely without any topic restriction whatsoever throughout the sessions. Online transcripts were then coded according to recurring topics and themes that came up during their discussions. Eight themes were identified from the discussion and categorised into three: 3 major categories, 2 intermediate and 3 minor. Major themes identified were role model, non-academic career information, and clinical clerkship. This study show maximum engagement of 26 participants on first day with maximum discussion length in one topic of three hours during career-related topics. Conclusion: Mobile instant messaging is considered useful in supporting a medical career intervention, especially in providing career information and carrying a momentum for career-related discussion. It is further stated that the role of online facilitator as a peer mentor is major in providing quality discussion, a safe environment, and accurate source of information to the students.
Where is Eritrea going in terms of population growth? Insights from the ARIMA approach

Employing annual time series data on total population in Eritrea from 1960 to 2011, we model and forecast total population over the next 39 years using the Box – Jenkins ARIMA technique. Diagnostic tests such as the ADF tests show that Eritrea annual total population is I (2). Based on the AIC, the study presents the ARIMA (2, 2, 1) model as the best model. The diagnostic tests further indicate that the presented model is quite stable. The results of the study establishes that total population in Eritrea will gradually rise in the next 39 years and in 2050 Eritrea’s total population will be approximately 7.6 million people. In order to take advantage of the expected increase in total population in Eritrea, 3 policy recommendations have been proposed.