Reviewerly/exHarmony huggingface dataset:
KRAKEN: A Novel Semantic-Based Approach for Keyphrases Extraction

We propose KRAKEN, a novel approach for the extraction of keyphrases from texts. To this aim, KRAKEN makes use of distributional semantics to identify, as completely as possible, representative portions of documents, i.e. keyphrases. In addition, we define novel metrics to assess a weighted significance to the keyphrases extracted from a document, identifying the most important ones by assessing their semantic similarity with the text of the document they belong to.
A norm optimisation approach to SDGs: tackling poverty by acting on discrimination

Policies that seek to mitigate poverty by acting on equal opportunity have been found to aggravate discrimination against the poor (aporophobia), since individuals are made responsible for not progressing in the social hierarchy. Only a minority of the poor benefit from meritocracy in this era of growing inequality, generating resentment among those who seek to escape their needy situations by trying to climb up the ladder. Through the formulation and development of an agent-based social simulation, this study aims to analyse the role of norms implementing equal opportunity and social solidarity principles as enhancers or mitigators of aporophobia, as well as the threshold of aporophobia that would facilitate the success of poverty-reduction policies. The ultimate goal of the social simulation is to extract insights that could help inform and guide a new generation of policy making for poverty reduction by acting on the discrimination against the poor, in line with the UN “Leave No One Behind” principle. An “aporophobia-meter” will be developed and guidelines will be drafted based on both the simulation results and a review of poverty reduction policies at regional levels.
Unsupervised Embedding and Association Network for Multi-Object Tracking

How to generate robust trajectories of multiple objects without using any manual identity annotation? Recently, identity embedding features from Re-ID models are adopted to associate targets into trajectories. However, most previous methods equipped with embedding features heavily rely on manual identity annotations, which bring a high cost for the multi-object tracking (MOT) task. To address the above problem, we present an unsupervised embedding and association network (UEANet) for learning discriminative embedding features with pseudo identity labels. Specifically, we firstly generate the pseudo identity labels by adopting a Kalman filter tracker to associate multiple targets into trajectories and assign a unique identity label to each trajectory. Secondly, we train the transformer-based identity embedding branch and MLP-based data association branch of UEANet with these pseudo labels, and UEANet extracts branch-dependent features for the unsupervised MOT task. Experimental results show that UEANet confirms the outstanding ability to suppress IDS and achieves comparable performance compared with state-of-the-art methods on three MOT datasets.
Perancangan User Interface Sistem Informasi Alumni Menggunakan Metode Webuse Dan User Centered Design

Alumni Information System is a system that facilitates data collection process and obtains information about alumni. Based on results of interviews with several alumni who just graduated in 2020 at State Polytechnic of Malang, results were obtained, they had problems accessing website, such as updating data, searching for alumni data, and registration for graduation ceremony. Based on results of online survey to several alumni of State Polytechnic of Malang, problems were founded in content organizing, ease of reading content, navigating links, UI/UX, and website effectiveness. To make website with interface is user friendly, design improvements are needed to provide recommendations for problems that arise. User Centered Design method was chosen to design user interface according to user experience and webuse was chosen because it focuses on evaluating usability of website and helping web designers and developers based on responses given by visitors. Results Both of evaluation from UI design in content organizing &amp; readability category and navigation &amp; links category are 0.85 with an “Excellent” usability level. In user interface design category result is 0.86 with an “Excellent” usability level, and performance &amp; effectiveness category result is 0.81 with an “Excellent” usability level. So that entire webuse category has increased.
Facial expression detection and classification using SVM, CNN and decision tree algorithm

The human face is often used as a visual representation of information, which is why facial expression recognition is very important in terms of human-machine interaction. It can be used for various applications such as detecting mental disorders and understanding human behavior.Despite the advantages of facial expression recognition technology, the high recognition rate to be achieved by a computer is still challenging. Two commonly used methods are geometry and appearance . Machine learning methods like CNN, Decision tree and SVM were applied to identify the human emotions like happiness, fear, disgust, anger, surprise, sadness and neutrality.
Pengembangan Multimedia Interaktif Pengenalan Hewan Untuk Anak TK Berbasis Augmented Reality

Abstract—The development of Information and Communication Technology (ICT) has changed the new face of education. The implementation of Information and Communication Technology (ICT) in educational institutions has become a must in educational institutions, not to close our eyes that schools are naturally responsive to technological developments. The use of interactive multimedia as a support for the teaching and learning process is considered to be able to increase flexibility in teaching and learning activities, especially for Kindergarten (TK) students. Children at this age should be introduced to the benefits of technology. So that in the future it is not wrong to use technology. An interactive multimedia application that makes it easy for students to learn anywhere and anytime using a mobile device. Learning abilities are focused on making animal recognition applications for kindergarten (TK) students. Because knowledge related to animals must be introduced to students from an early age. Interactive multimedia applications are made by utilizing mobile android and Augmented Reality which are packaged in the form of games (games).
Image Saliency Detection Using Foreground Connectivity and Priors

The term ’saliency’ is a property of an image by which all the important regions are recognized at a glance, for this purpose a novel visual saliency method is introduced in this article, that use foreground connectivity along with the calculation of priors. The method yields a full scale saliency map having well-defined boundary. First, Image segmentation is performed as a first step using simple linear iterative clustering. In order to gather super pixels that include the object as part of foreground connectivity, an objectness map is created using proposals of object. The initial map is generated at this step. The boundary, global and local priors are used to create a fusion map. The final saliency map is enhanced using image enhancement techniques, which give the final saliency map. Comparing with existing methods, the results on three benchmark datasets show that the suggested method attain significant results.
Fast Vehicle Track Counting in Traffic Video

In order to reduce road congestion, measures such as setting smart signal time schedules are needed. Therefore, it is a key technology to effectively and accurately count the traffic flow of vehicles at various intersections in the surveillance video. The method we propose uses Scaled-YOLOv4 as the vehicle detector, and then implements the vehicle tracking based on the DEEP SORT algorithm. To improve the accuracy and efficiency of the system, we propose a strategy of dynamic frame skipping based on density. We also propose to set key areas, combined with the driving direction, angle, etc., to judge and count the behavior of the vehicle. Experiments show that our method improved system efficiency while remaining high accuracy.
Lokke, a hybrid security hypervisor

This work did ample research on techniques used by advanced threats that aim to evade detection systems, elevate privileges and manipulate objects in a modern OS kernel, using the Windows 10 kernel as a test bench. Given state-of-the-art attacks in kernelspace, this work's main goal is to design a secure mechanism to protect the OS kernel against a class of attacks, not relying upon any specific vector. This mechanism is based on hybrid virtualization and combines the advantages of Type 1 and 2 hypervisors, where the hypervisor runs at the same level as the OS kernel does, but within a privileged execution framework. The design of this security framework allows for the integration with other security subsystems, by providing security policies enforced by the hypervisor and independently of the kernel.
VALUE-SEMANTIC PREDICATORS OF THE ADAPTIVITY OF FOREIGN STUDENTS IN RUSSIA

The article provides an analysis of the results of an empirical study on the problem of adaptivity of foreign students with different indicators of the value-semantic orientation of the personality. The study was conducted over two years on a sample of Vietnamese students studying in Russian universities. The study of adaptability was carried out in the context of a holistic-functional approach, in which this property is considered as a multidimensional psychological formation, which includes a complex of individual and personal components that ensure the subject's readiness to accept new norms, values, traditions of a foreign cultural environment. The value-semantic orientation in the study is understood as the basic core of the personality structure, ensuring its orientation, while acting as a regulator of the personality's social behavior. The system of value orientations determines the content side of the personality’s orientation and forms the basis of its worldview, attitude to the world, to itself and to other people. At the first stage of an empirical study, using the standardized psycho-diagnostic tools, the characteristics of the value-semantic orientation of the personality of Vietnamese students were studied. After mathematical and statistical data processing, three groups of respondents were distinguished with different indicators of value-semantic orientation: professional-business, selfish-personal, and social-communicative. At the next stages, with an interval of two years, adaptivity indicators were studied. After that, a comparative analysis of the components of the value-semantic orientation and adaptivity in the presented samples was carried out. At the final stage of the study, a comparative analysis of the dynamics of adaptivity of Vietnamese students with different types of value-semantic orientation was carried out.
INITIATION OF CONTACT TRACING FOR COVID-19 AT AN ACADEMIC INSTITUTION FOR HEALTH SCIENCE: INITIAL EXPERIENCES

Transmission of COVID-19 cases has been found in clusters and sporadic form in different parts of Nepal, which swiftly strained the healthcare system. Contact tracing is a strategy to prevent further transmission of the COVID-19. It reduces the overwhelming burden in a health system. Academic institutions are the best alternative in contact tracing, not only in terms of task shifting but their training in epidemiology and research also best suits them. Besides, they can also train the health workers assigned for contact tracing in rural and urban settings. Multi-sectoral involvement from academia, community health workers, and effective information flow are instrumental for effec­tive contact tracing in resource-limited settings.
PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY

“Detective Adventure” is a Virtual Reality game for Android using cardboard. Where the detective must seek clues to reveal a serial killer by investigating crime scene. This game use three-dimensional graphics and virtual reality headset. The game uses a remote Virtual reality to pick up item and move. This game created by Unity game engine with C# as programming language and photoshop to make object, and to edit image. Testing was done with the blackbox testing, alpha testing by lecturer, and beta testing by surveying 30 respondens. Respondens show that the “Detective Adventure” is an interesting game to play.
PEMBUATAN GAME IMPOSSIBLE PLATFORMER "MY UNFAIR ADVENTURE" PADA ANDROID

This game was created using the Unity game engine with C# as its programming language. The goal of this game is to complete all the stages. At each stage, players will face various obstacles such as monsters, traps, and hazards. Testing is done by blackbox testing, alpha testing by the supervisor, and beta testing by 32 respondents through a questionnaire. The test results show that the game My Unfair Adventure can make players annoyed but still encourage them to play again.
PEMBUATAN GAME 2D VIRTUAL PET “BARCOMON” DENGAN FITUR BARCODE SCANNER

“Barcomon” is a virtual pet game for smartphone with an Android Operating System. This game was made using C# programming language and Unity as the development program. In this game, player will act as a Coder with a goal to achieve the Code Master title by winning all the battle on The Forum. Coder must take care and train the monsters. Player can get the monsters by scanning any barcode from any daily product. The testing of this game is done by using a blackbox testing method, alpha testing, and beta testing with a survey distributed to 39 respondents. The survey shows that Barcomon is a game with an interesting gameplay, easy to play, and has a unique barcode scanning feature that is rarely found in other games.
THE IMPORTANCE OF NONFORMAL EDUCATION ON CHILDREN 10-12 YEARS OLD

Non-formal education, created by different means in the education of children aged 11-12, plays a very important role in the implementation of the education process, as we know it.By using this adjacent means of education, we hope that students will practice physical exercises in a more unitary and greater way than they used to.
Keterampilan Mengajar Guru dan Fasilitas Belajar Sebagai Determinan Terhadap Prestasi Belajar Siswa Kelas X Administrasi Perkantoran

This study aims to determine how the influence of teacher teaching skills and learning facilities on the learning achievement of class X students in the office administration department, especially on archival subjects. The method used is the explanatory survey method (explanatory survey) with a quantitative approach. The instrument used was a questionnaire distributed to 44 students as respondents. The theory used in this research is Gagne's learning theory. The results showed that there was a positive and significant influence of the teaching skills of teachers and learning facilities on the learning achievement of Grade X students in the Office Administration Department.ABSTRAK Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh keterampilan mengajar guru dan fasilitas belajar terhadap prestasi belajar siswa kelas X di jurusan administrasi perkantoran, kuhususnya pada mata pelajaran kearsipan. Metode yang digunakan adalah metode survey eksplanasi (eksplanatory survey) dengan pendekatan kuantitatif. Instrumen yang digunakan adalah angket yang disebarkan kepada 44 orang siswa sebagai responden. Teori yang digunakan dalam penelitian ini adalah teori belajar Gagne. Hasil penelitian menunjukkan bahawa adanya pengaruh positif dan signifikan dari keterampilan mengajar guru dan fasilitas belajar terhadap prestasi belajar siswa kelas X di jurusan Administrasi Perkantoran SMK swasta di Kota Bandung.
Book publishing activity in Ukraine following the results of 2019

The analytical review considers and analyzes the current state of publishing books and brochures in Ukraine in 2019, gives a detailed description of the general characteristics of book publishing in 2018—2019. Quantitative and qualitative indicators have been determined, the state of Ukrainian book publishing in 2019 has been analyzed according to the range of publishing products, its linguistic and territorial features. Statistical data on the issue of books and brochures by leading domestic publishers of various forms of ownership, including the sphere of management of the State Committee for Television and Radio Broadcasting, are presented. The analytical review was conducted on the basis of statistical data published in the statistical collection "Print of Ukraine (2018)" and consolidated statistical reports on the issue of non-periodicals in Ukraine in 2018—2019.
Design and Development of XML Data Salvage with Semantic Scrutiny and Query Enlargement

Databases are utilized to keep up information esteems in an organized way. Information and its depiction subtleties are kept up in a tri organized way in xml report. XPath and XQuery inquiry dialects are utilized to question XML information. XQuery is genuinely confused to comprehend its structure. Inquiry dialects require the information about the record pattern. Watchword based inquiry models does not requires the earlier information about the XML record structure. XML report recovery is performed with catchphrase-based question. In catchphrase question model hunt inquiry watchword is passed to the framework to bring the significant archives. Fluffy sort ahead inquiry in XML information conspire is applied to look XML reports with question catchphrase. Auto-complete and auto-adjustment strategies are utilized to submit question catchphrases. Record structures and looking through calculations are utilized to improve the quality and positioning procedure. Alter separation is utilized to evaluate the similitude between two words. Insignificant cost tree is built to file the watchwords. Definite hunt and fluffy pursuit procedures are applied to get records. The top-K results are brought from top-K pertinence strategy. Fluffy sort ahead search conspire is upgraded with idea investigation and question development strategies. List model is improved with watchword pertinence and weight esteems. The framework is upgraded with search history-based question help conspire. Weight edge-based recovery is given in the framework.
Development of Interactive e-Learning Media on Environmental Pollution using Prezi

This study aims to develop an interactive learning media application based on Prezi. The methodology used in this study is the ADDIE method with a sample of class VII students. Data collection techniques were carried out through media experts and material experts including media and material expert validation questionnaires, student observation sheets, interview sheets, pretest-posttest sheets and response questionnaires. The results showed that the application of Prezi-based learning media had a media feasibility effect of 95% with very decent criteria and 95% on Prezi-based learning outcomes, with very good criteria. Student responses resulted in an average of 87% with very interesting criteria besides the results of the N-gain analysis of 0.73 which was included in the high category. effectively used in the learning process. Keywords: e-learning, interactive learning media, Prezi Abstrak: Penelitian ini bertujuan untuk mengembangkan aplikasi media pembelajaran interaktif berbasis Prezi. Metodologi yang digunakan dalam penelitian ini adalah metode ADDIE dengan sampel siswa kelas VII. Teknik pengumpulan data dilakukan melalui ahli media dan ahli materi meliputi angket validasi ahli media dan materi, lembar observasi siswa, lembar wawancara, lembar pretest posttest dan angket respon. Hasil penelitian menunjukkan bahwa penerapan media pembelajaran berbasis Prezi memiliki pengaruh kelayakan media sebesar 95% dengan kriteria sangat layak dan 95% terhadap hasil belajar berbasis Prezi, dengan kriteria sangat baik. Respon siswa menghasilkan rata-rata 87% dengan kriteria sangat menarik selain itu hasil analisis N-gain sebesar 0,73 yang termasuk dalam kategori tinggi. efektif digunakan dalam proses pembelajaran. Kata kunci: e-learning, media pembelajaran interaktif, Prezi. DOI: http://dx.doi.org/10.23960/jpmipa/v23i2.pp554-568
A STUDY ON SECURITY SERVICES AND THREATS IN CLOUD COMPUTING

Digitalization has infiltrated all sides of modern culture today. One of the most important aspects of making this procedure secure is authentication. Cyber criminals are putting in a lot of effort to break into existing network channels and launch destructive assaults. When it comes to businesses, information is a valuable resource. The question here is how to safeguard crucial information. This takes into account a variety of features of a society that is commonly referred to as hyper connected, such as online communication, purchasing, access rights control, and so on. We shall cover the ideas of MFA and KBA, or Multi-Factor Authentication and Knowledge Based Authentication, in this study article. The goal of MFA and KBA is to be utilised for human-to-machine interactions, providing an easy-to-use and secure validation mechanism while gaining access to the service. We will also look into the existing and evolving factor suppliers (sensors) that are used to authenticate a user in this study. This is a critical tool for safeguarding data against malicious insiders and outsiders. The basic purpose of access management is to give authorised users access to a service while simultaneously preventing unauthorised users from accessing it. To ensure access management, a variety of strategies can be used. In this paper, we will cover various strategies for ensuring enterprise-ready access management, with a particular emphasis on multifactor authentication. We'll also discuss how knowledge-based authentication fits into multi-factor authentication and how it may help businesses protect their data from cyber-attacks. Finally, we'll talk about the future of MFA and KBA.
BLOCKCHAIN-BASED HEALTHCARE RECORD MANAGEMENT SYSTEM

Blockchain is an engrossing research field area to introduce in the healthcare sector due to its security, privacy, confidentiality and decentralization. In Blockchain-based systems, data and authority can be distributed, and transparent and reliable transaction ledgers created. Privacy-enabling approaches for Blockchain have been introduced, such as private blockchains, and methods for enabling parties to act pseudonymously. We explore a set of proposed uses of Blockchain within cyber security and consider their requirements for privacy. We compare these requirements with the privacy provision of Blockchain and explore the trade-off between security and privacy, reflecting on the effect of using privacy-enabling approaches on the security advantages that Blockchain can offer. In this research, we present a framework that will help to reduce the inconsistencies that we have to risk in our everyday lives. The aim of this framework is to implement blockchain on storing healthcare records in a pre-assigned database.
A Multi-Cloud Environment for Relational Database Services: Design and Prototyping

In recent years, cloud computing has emerged as a rapidly growing and disruptive technology in both academic research and industry. In this poster, we first describe cloud computing architecture and cloud computing applications. Then we discuss potential issues and considerations regarding to reliability, availability and affordability that comes along with cloud computing. With this background, we then present our design of a multi-cloud environment that could potentially deliver a highly reliable and highly available cloud computing environment. The multi-cloud environment may also help reduce cost of cloud usage. We finally describe the implementation of a multi-cloud prototype for cloud-based relational database services.