Reviewerly/exHarmony huggingface dataset:
The Effect of Early Numerical Literacy on Early Childhood Cognitive Development

The development of the times with increasingly advanced technology requires today’s people to be able to be literate in numeracy and master it. The low numeracy literacy activity in adults indicates a lack of stimulation given early on. This study aims to determine the effect of numeracy literacy on the cognitive development of children aged 5-6 years in Kindergartens throughout Jambi City. The subjects of this study were 31 teachers in kindergarten. Data collection techniques using a questionnaire. This research uses quantitative methods and data acquisition is analyzed using simple linear regression. Data analysis in this study used SPSS version 29. The research findings showed that there was an effect of numeracy literacy on the cognitive development of children aged 5-6 years with a calculated F value of 29.713 with a significance level of 0.
Enhancing Training and Learning in Virtual Reality: The Influence of Alien Motion on Sense of Embodiment

Assistive agents have to adapt training tasks according to the needs of the users. Virtual Reality can be helpful in understanding the best support strategies to improve people’s motivation, performance and confidence in their capabilities, defined as self-efficacy. When given a virtual body, users can develop a sense of embodiment towards it. We developed a ball-throwing training system that is able to support users by enhancing the sphere’s trajectory without them being aware of it, to increase their confidence. We analyzed the influence of the support system on sense of embodiment and found that it persisted despite the alterations.
"\"It patted my arm\": Investigating Social Touch from a Virtual Agent"

Endowing socially interactive virtual agents with the social touch modality could improve their emotional communication abilities and help them bond with human users. Touch is however a sensitive channel of communication that can have negative effects if used inappropriately. We present a first implementation of a system enabling an agent to perform social touch-based interactions and a preliminary study of the system dedicated to determining the factors that come into play for the social acceptability of an agent-initiated touch. The relationship between social touch with a virtual agent and sense of embodiment is also discussed. Based on the results of the study, we propose social (macro) and practical (micro) insights into how to produce meaningful, coherent and acceptable touch decisions (when to touch or not depending on the situation).
A Study On Workers Effectiveness And Business Performance With Reference To Leadership Style And Their Influence

The main focus of today’s competitive business environment is leadership. The upliftment of our society through generations has gone through the various leadership styles, yet despite the contributions and investment in leadership development, there is a fall in the qualities of leadership. Leaders create empowering organizational cultures that produce long-term successful outcomes. Organizational performance is more likely to be influenced by the leadership styles and culture prevailing in the environment. Hence, this study examines the influence of leadership styles and organizational culture on the performance of the employees in chemical companies.
Sistem Reservasi Kunjungan Desa Wisata Berbasis Web Studi Kasus di Desa Wisata Lerep

The Tourist Village Visit Reservation System is a system that manages all information provided at a tourist destination. Lerep Tourism Village previously did not have a system that allowed data processing quickly and easily. The current reservation system is still manual, meaning that if prospective visitors want to enjoy the activities of the Lerep Tourism Village, they must come directly to the administration or make a reservation by telephone and the documentation of newly entered data and visit schedules has not been organized properly and quickly in this problem, researchers created a web-based information system developed using the waterfall method and supported by a MySQL database for data processing. With this information system, prospective visitors quickly report the visit schedule up to date. The end result is an online Lerep Tourism Village Visit reservation system.
DEVELOPMENT OF CREATIVE ABILITIES OF FUTURE TEACHERS OF LABOR EDUCATION AND TECHNOLOGY THROUGH THE USE OF NON-TRADITIONAL METHODS OF VISUALIZATION IN TECHNOLOGICAL EDUCATION

This article is devoted to the study of the impact of non-traditional visualization methods on the development of creative abilities of future teachers of labor education and technology in the context of technological education. The study examines current trends in the field of technological education and emphasizes the importance of developing the creative potential of students for the effectiveness of their future pedagogical activities. The article analyzes the theoretical aspects of creative thinking and visualization, reveals their relationship and role in the pedagogical process. The key psychological mechanisms that support the development of creative abilities and creative thinking in students are singled out. The article presents a wide range of non-traditional visualization methods that can be successfully implemented in technological education. In particular, she examines in detail the use of graphic organizers and mind maps, interactive multimedia and the latest technologies such as virtual and augmented reality. Non-traditional drawing techniques and paper-making are studied separately as creative means to stimulate creativity and imagination in students. Based on real examples of successful implementation of non-traditional visualization methods, case studies are presented that demonstrate the positive impact of such an approach on the development of creative abilities of future teachers of labor education and technology. The article also draws attention to the challenges and obstacles faced by educators when implementing non-traditional methods. It provides recommendations for successful implementation and effective overcoming of these obstacles, in particular, focusing on the need for cooperation between teachers and technical specialists, adaptation of educational programs and support of creative initiatives of students. It was determined that the use of such methods as virtual reality, augmented reality, multimedia presentations, graphic illustrations, creative projects and experimental drawing techniques makes the educational process interesting, exciting and stimulates students to actively express themselves. Keywords: creative abilities, future teachers of labor training and technologies, visualization, non-traditional methods, interactive multimedia tools, virtual reality, drawing, paper-making, technological education.
Effective Zero-Shot Multi-Speaker Text-to-Speech Technique Using Information Perturbation and a Speaker Encoder

Speech synthesis is a technology that converts text into speech waveforms. With the development of deep learning, neural network-based speech synthesis technology is being researched in various fields, and the quality of synthesized speech has significantly improved. In particular, Grad-TTS, a speech synthesis model based on the denoising diffusion probabilistic model (DDPM), exhibits high performance in various domains, generates high-quality speech, and supports multi-speaker speech synthesis. However, speech synthesis for an unseen speaker is not possible. Therefore, this study proposes an effective zero-shot multi-speaker speech synthesis model that improves the Grad-TTS structure. The proposed method enables the reception of speaker information from speech references using a pre-trained speaker recognition model. In addition, by converting speaker information via information perturbation, the model can learn various types of speaker information, excluding those in the dataset. To evaluate the performance of the proposed method, we measured objective performance indicators, namely speaker encoder cosine similarity (SECS) and mean opinion score (MOS). To evaluate the synthesis performance for both the seen speaker and unseen speaker scenarios, Grad-TTS, SC-GlowTTS, and YourTTS were compared. The results demonstrated excellent speech synthesis performance for seen speakers and a performance similar to that of the zero-shot multi-speaker speech synthesis model.
Analyzing Essential Aspects of Developing English Paragraphs Based on Comparing Levels Five and Nine of EFL Students

Across all levels of study, many college and university English as a Foreign Language (EFL) undergraduate students find it difficult to write paragraphs in English. Indeed, many EFL teachers expect their students to easily create well-written paragraphs; however, after only a few hours of instruction, teachers tend to find that many students simply do not meet such expectations. Thus, this study investigated EFL undergraduate students at two different levels of their college education and explored their perspectives on essential writing components in the construction of well-structured paragraphs, including grammar, vocabulary, and organization. The study also discussed the least important writing aspects that may not at all impact the comprehensibility of written paragraphs. Additionally, the study investigated the strengths and weaknesses of EFL students’ English writing. The participants were selected using the convenience sampling method. The final sample included 15 level five college students with an intermediate level of English and 15 level nine students with a high level of English, totaling 30 students. All participants belonged to the Department of Applied Linguistics. Data were collected through mixed-method research. The participants received both online and descriptive surveys. The researcher analyzed the quantitative data by using the Statistical Package for Social Sciences (IBM SPSS Statistics version 25) and thematic analysis for the qualitative data. The results of the present study showed minor differences in students’ perspectives regarding the most and least important aspects of writing across the two student levels. However, there were significant differences in the respective areas for improvement, including grammar and mechanics. This paper concludes that regardless of the students’ college level, students shared similar perceptions about the most and least important components of English writing. They all considered grammar the most important aspect of writing and mechanics the least important. Accordingly, the researcher recommends that curriculum designers and EFL instructors analyze their students' needs and weaknesses to design appropriate materials and teaching methods.
Utilization of Canva Application as a Learning Media Video Creation

Background. Thematic learning at Al-Bina 01 Koto Baru IT Elementary School during the co-19 pandemic has decreased in terms of quality and in the learning process. After research, this happened because of the lack of effectiveness of the learning process and the teacher's lack of optimization in conveying information related to learning material. Purpose. The purpose of this research is to create lesson media for students so that lessons become more interesting and students are more enthusiastic in learning. Method. This article The method used in this research is a qualitative method, because qualitative methods are very flexible and accurate. The model used in this test is the Design and Development (DnD) model. Results. The result of this study is that the canva application is very feasible and good to use as a learning media because, it can make lessons more interesting and fun. Conclusion. The conclusion of this study is that Canva application-based learning media is fully feasible to use in learning. Its utilisation is very interesting, in a learning situation in the midst of the current corona virus pandemic, the media created is very appropriate and makes it easier for teachers and students to complete the learning system.
MENINGKATKAN KEDISIPLINAN BELAJAR SISWA DALAM PEMBELAJARAN TEMATIK DENGAN MENGGUNAKAN REWARD STICKER PICTURE PADA SISWA DI SEKOLAH DASAR

This research is motivated by the low discipline of the student learning process in the fourth grade thematic learning at SDN 004 Bangkinang Kota. This study aims to improve student learning discipline by using Reward Sticker Pictures in class IV learning at SDN 004 Bangkinang Kota. This type of research is classroom action research (CAR). This research was carried out in 2 cycles and each cycle was carried out in two meetings. The subjects of this study were the fourth grade students of SDN 004 Bangkinang Kota, totaling 12 students with 4 male students and 8 female students. Data collection techniques used in the study were observation and documentation techniques. Based on the results of the study, it can be concluded that in the first cycle it is still quite adequate with an average of 70.1%. Student learning outcomes in cycle II are classified as good with an average of 89.5%. Thus, it can be concluded that using Reward Sticker Picture can improve student learning discipline in grade IV SDN 004 Bangkinang Kota
Re-Imagining Mathematics Teacher Education for 21st Century Skills in the Context of Harmful Mathematics Educational Values

This chapter examined the reflections on re-imagining teacher training programs in the context of 21st century skills and values to train future mathematics teachers. By considering harmful values, which may give a different perspective to the value and valuing literature, values emerged within the scope of creativity, communication, cross-cultural skills, and technology literacy skills. In this sense, the participants of this case study were prospective middle school mathematics teachers selected according to criterion sampling. Data, analyzed with the content analysis method, were gathered using individual interviews consisting of opinions on the skills above and real classroom videos for the middle school mathematics courses. The results revealed the harmful values of ill-communication, non-progressive, pessimist, overconfidence, and irrelevance. Thus, it has been determined that the prospective teachers do not have any value in acquiring the desired skills, and they hesitate to enact the values they have espoused. Therefore, to make effective and permanent changes in mathematics teaching, there is a need for mathematics teacher training programs to re-imagining processes that enable value acquisitions that can eliminate harmful values. Further research on harmful values and value acquisition may guide these re-imagining processes.
REDESIGN UI/UX APLIKASI SH-UPI MENGGUNAKAN KERANGKA KERJA DESIGN THINKING

Nowadays, Smart Home technology has been widely reached by society and utilized by most people, from the upper to the middle class, with various brands and products including its features. Smart Home Universitas Pendidikan Indonesia (SH-UPI) is a commercial smart home platform, a new player in this technology business. UPI Academics developed the SH-UPI platform; they successfully commercialized a smart LED Bulb (RGB lamp). The product is managed by a particular Android application, i.e., SH-UPI Apps; it can be downloaded on the Play Store or the official website. However, based on information from the developer, this application has yet to consider good UI/UX aspects during production. Therefore, it is highly necessary to redesign the SH-UPI application to give users a more comfortable (user-friendly) and is competitive against other competitors. The SH-UPI Apps was redesigned using the Design Thinking framework. This method comprises five stages: Empathize, Define, Ideate, Prototype, and Test. This preliminary study focuses on the Empathize, Define, Ideate, and Prototype stages. The results reveal that the Emphatize stage has been carried out well, which concludes that the application needs to be redesigned to improve the user experience’s quality. A mock-up for the new SH-UPI Apps version has been introduced in the Define to Ideate stages. The results of this study can be used as a reference for developing SH-UPI Apps with much better UI/UX. Afterward, the study will continue to further stages: Test.
PENERAPAN METODE ISO 9126 DALAM PENGUJIAN KUALITAS SISTEM INFORMASI AKADEMIK SATYA WACANA (SIASAT) UNIVERSITAS KRISTEN SATYA WACANA

The development of information systems has changed human activity, especially education. Universitas Kristen Satya Wacana has made changes by creating a website called SIASAT (Sistem Informasi Akademik Satya Wacana). SIASAT can be accessed by all UKSW communities, features include Student Registration, Course Registration, Study Card, Study Results, lecture schedules, transcripts, student activity, and book borrowing. Previous researchers said SIASAT was still lacking in standardization, so testing was carried out using ISO 9126 with functional and non-functional approaches, containing the characteristics of Functionality, Reliability, Usability, Efficiency, and Portability. The data collection process using Google Forms throughout 132 IT students and interviews with 2019 IT students. The Functional test result scored 80.8%, classified as “good”. Reliability testing can be declared reliable, with a value of 0.874, so exceeds the provision of 0.7. Validity testing results in a table of 0.171 "valid". Non-Functional Results on the Susceptibility Test obtained a “C” score of "medium risk". The Load Testing test got loading time results reaching 3 seconds and 158 MB of memory used "Enough". Stress test results and scalability "Less". The results of the efficiency test obtained a D score of "Less". The Compatibility Test results were very good because SIASAT can be accessed on different browsers. Functional aspects of the approach can be said to be "Good" and Non-Functional Aspects are said to be "Sufficient".
PERANCANGAN APLIKASI SISTEM FORM VIRTUAL TOUR BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL

Virtual tour is a change of flat landscape images into a round format. The virtual tour displays panoramas, videos, photos, floor plans or maps and may play sound depending on where the visitor is viewing it. In a virtual tour, visitors feel as if they are walking virtually through the scenery using a computer, television or cellphone. A virtual tour is an accurate simulation of a location that can be viewed 360 degrees, a website-based virtual tour can be accessed anytime and anywhere. Virtual tours can also be made using video recording devices such as cameras, smartphones, drones, etc., and will usually be displayed on a website. Virtual tours are useful for virtually guiding website visitors to places they want to go. When it is displayed on a website, it is necessary to have a virtual tour form to make it easier for an admin to enter data, save data, delete data, and change virtual tour data that will be displayed on the website so that it is easy for the data manager. Making an attractive and good website using the laravel framework, then using the programming languages php, html, css, and javascript. For the database using the MySQL database.
PENGEMBANGAN MEDIA PEMBELAJARAN TEKAGA BERBASIS CONSTRUT 2 MUPEL IPAS KELAS IV SDN BUTUH 1 SAWANGAN

This study discussed the learning media in the form of TEKAGA (Tebak Kata Gambar) based on Construct 2 class IV SD science content material Indonesia Rich and Culture. The research is Research and Development (R &amp; D). The Steps of this research used the Borg and Gall model, which were adjusted to the development needs, time, and circumtances of the research, including potential and problems, collection of data/information, product design, design validation, revised Design small-class product trials, revise products, large-class trials. The software development method used the Multimedia Development Life Cycle or we are often familiar MDLC method. The research a instructional media that can be accessed via a smartphone or computer using Construct 2, which is based on HTML 5 to develop games.
ANALISIS PENERAPAN AUGEMENTED REALITY PADA PEMBELAJARAN ALAT MUSIK PIANO MENGGUNAKAN UEQ

Generally, musical instrument learning is done face-to-face, with a teacher providing examples and later instruction from students follows. Many people want to learn the piano because the piano is able to express itself, one of which is for choir or personal pleasure. When someone plays the piano without any instruction from a teacher or someone who is an expert in playing the piano, they tend to use the wrong technique and posture in playing the instrument. Augmented Reality (AR) technology has been widely used to facilitate the learning of new skills. In this study, it proposes a comparative analysis of applications that have applied Augmented Reality technology using testing scenarios and using the User Experience Questionnaire (UEQ) method. In this study, data collection was carried out by comparing the Perfect Piano application and the Skoove: Learn Piano application using questionnaires. The questionnaire was distributed offline with a target of 10 respondents then divided into 2 groups based on the application to be studied. The results of this study show that the Perfect Piano application has a value of 5.43 which is higher than the Skoove: Learn Piano application. This shows that the Perfect Piano application is easier for someone to use to learn the piano. This research is expected to be used to facilitate future research, especially to create an application that is more interactive and can be used as a means to facilitate musical instrument learning.
zk-SNARKs from Codes with Rank Metrics

Succinct non-interactive zero-knowledge arguments of knowledge (zk-SNARKs) are a type of non-interactive proof system enabling efficient privacy-preserving proofs of membership for NP languages. A great deal of works has studied candidate constructions that are secure against quantum attackers, which are based on either lattice assumptions, or post-quantum collision-resistant hash functions. In this paper, we propose a code-based zk-SNARK scheme, whose security is based on the rank support learning (RSL) problem, a variant of the random linear code decoding problem in the rank metric. Our construction follows the general framework of Gennaro et al. (CCS’18), which is based on square span programs (SSPs). Due to the fundamental differences between the hardness assumptions, our proof of security cannot apply the techniques from the lattice-based constructions, and indeed, it distinguishes itself by the use of techniques from coding theory. We also provide the scheme with a set of concrete parameters.
Selective Delegation of Attributes in Mercurial Signature Credentials

Anonymous credential schemes enable service providers to verify information that a credential holder willingly discloses, without needing any further personal data to corroborate that information, and without allowing the user to be tracked from one interaction to the next. Mercurial signatures are a novel class of anonymous credentials which show good promise as a simple and efficient construction without heavy reliance on zero-knowledge proofs. However, they still require significant development in order to achieve the functionality that most existing anonymous credential schemes provide. Encoding multiple attributes of the credential holder in such a way that they can be disclosed selectively with each use of the credential is often seen as a vital feature of anonymous credentials, and is one that mercurial signatures have not yet implemented. In this paper, we show a simple way to encode attributes in a mercurial signature credential and to regulate which attributes a credential holder can issue when delegating their credential to another user. We also extend the security model associated with mercurial signatures to account for the inclusion of attributes, and prove the security of our extension with respect to the original mercurial signature construction.