Reviewerly/exHarmony huggingface dataset:
Mobile Kaganga Language as Cultural Literacy and Learning Media for Elementary Schools

Cultural literacy is individuals' and communities' ability to communicate within ethnic groups, countries, religions, or national traditions to preserve culture.Indonesia is rich in the diversity of regional languages as a cultural heritage.One of them is Kaganga Language as the ancestral language on Sumatra island.This paper investigates the Kaganga mobile application on the Android platform as a source of cultural literacy and learning media that supports local wisdom of regional languages in Indonesia.The application menu teaches the history of Kaganga, letters and numbers, punctuation marks, word exercises, and proverbs.Qualitative data collection involved 50 respondents in elementary schools.The feasibility testing from students said that the application was excellent in usability, effectiveness, and satisfaction.The experiments showed that the Kaganga mobile application had improved students' language skills and motivated students to learn the Kaganga language as part of cultural literacy.Furthermore, the application has been able to preserve the Kaganga language as a cultural heritage of the Indonesian nation to achieve cultural literacy skills as one of the life skills of the 21 st century.Further studies, mobile applications can be integrated with learning outcomes measurement on the e-learning website to monitor learning progress continuously
Effectiveness of Digital Educational Technologies in the Organization the Learning Process

High-quality education is the key to a successful future. Currently, the importance of the use of digi- tal technologies in improving the quality of education is very high. Its application and the output of its results directly depend on the professional knowledge, skills and abilities of each teacher. The purpose of the research work: to theoretically justify the formation of teachers’ qualifications for the use of digital educational technologies and to test its effectiveness.Scientific novelty and theoretical significance of the research: the meaning and content of the con- cepts of “Digital Education”, “Digital educational Technologies” were clarified; each teacher was pro- vided with information about the auxiliary services Videoscribe, Padlet, Pixton, Flippity, Socrative, Hot potatoes, No Hands, Quizizz, ClassDojo, Learnis, Tilda Publishing for a productive, understandable and interesting lesson; an additional auxiliary website was created. In accordance with the incredible pace of development of new technologies, this site will be updated and updated with new information over time.A survey of 50 teachers was conducted on the use of digital resources. It was found that the services most widely used by teachers are: Kahoot – 82.5%; Prezi – 66.7%; Quizlet – 65%; Bandicam – 65%; Learning Apps – 64.1%.Digitalization is changing the social paradigm of human life, which opens up opportunities for new knowledge and expanding a person’s worldview. Digital technologies are becoming not only a tool, but also a new environment for human existence, life and professional activity.Key words: digitalization, digital educational technologies.
ENT 530 Social Media Portfolio / Muhamad Alif Aiman Asmawi

The assignment is the study on how to run a business by using the social media. I have chosen a business to be run by me which is a business of making and selling pasta. By doing this business, I have learned on how to promote purproducts by using social media which is Facebook. Facebook is a social networking and e-commerce site that makes it a strategic platform for entrepreneur to market their products?services. while doing this assignment, Ihave learned on how to create sale postings by using teaser ,soft and hard sell. Actually, an entrepreneur has to be proficient when closing sales using effective  soft sell to answers customers' enquiries. Furthermore, I have learned on how to attract our customers and introduce our product to the customers. We need to set our customers target on order to make sure that our business running smoothly. We must know whatcustomers want. We also need to know how to handle the upcoming problems.
J.A.R.V.I.S Organizational Virtual Assistant

Chatbots, or conversational interfaces as they are also known, present a new way for individuals to interact with computer systems. Traditionally, to get a question answered by a software program involved using a search engine, or filling out a form. A chatbot allows a user to simply ask questions in the same manner that they would address a human. The most well known chatbots currently are voice chatbots: Alexa and Siri. However, chatbots are currently being adopted at a high rate on computer chat platforms. The technology at the core of the rise of the chatbot is natural language processing (“NLP”). A simple chatbot can be created by loading an FAQ (frequently asked questions) into chatbot software. The functionality of the chatbot can be improved by integrating it into the organization’s enterprise software, allowing more personal questions to be answered, like“When is the meet?”, or “What is the schedule of my day?”. A chatbot can be used as an “assistant” to a live agent, increasing the agent’s efficiency.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN LAGU TERHADAP KEAKTIFAN SISWA DAN HASIL BELAJAR SISWA DI KELAS 3 SD KRISTEN SAINT JOHN BEKASI

This research departs from the problem of the poor quality of online learning carried out by teachers since the Covid-19 pandemic. This causes low students activeness and learning outcomes. The purpose of this study was to increase students’ activeness and learning outcomes in the classroom through the media of songs. Furthermore, this research was to increase students’ learning outcomes. The research method used was Classroom Action Research (CAR) with the model used by Kemmis &amp; Tagart. The object of the research was students of class 3B with a total of 21 students at Saint John Christian Elementary School in Indonesian Language subject. Data collection using an assessment rubric to measure student activity and a test to measure student learning outcomes. Data were analyzed descriptively. The results obtained on student activeness were that students who were categorized as very active and active reached 90% of students in the second cycle. On student learning outcomes, the results obtained are students who get complete results on student learning outcomes in the pre-cycle are 50% of students, in cycle 1 there are 89% of students and in cycle 2 are 91%. From these results, it has exceeded the target of the target, which should be 90% of students complete their learning outcomes. The conclusion is song learning media is able to increase students’ activeness and learning outcomes. This research is suggested for the teachers to use song learning media to increase student activeness and student learning outcomes.
Text encryption using Elliptic Curve Cryptography (ECC) over binary finite field and Elgamal Cryptosyste / Ahmad Asif Bakhtiar Noor Noor Hamid, Nor Syazwani Nor Zailan and Syaza Farlisa Ishak

Cryptography consists of some algorithms but the most common algorithms that had been used are Elliptic Curve Cyptography (ECC) and Rivest-Shamir-Adleman (RSA). ECC use very small keys, it is a way to be more effective computationally and makes it ideal for the smaller and less powerful devices that most people use to access network services. Due to small keys that had been offered by ECC, instead of RSA, ECC had been used widely in practical applications in embedded system such as mobile devices and IC card. finite field. ECC can be perfonn by using either finite field or binary field. Text encryption using ECC over bina1y finite ticld, G/(2' ) has more advantage than Ctnitc field, Gf(p) but the previous study that use ECC and EIGamal for text encryption only represent the system using Gf(p). We observed that to implement Elgamal e1yptosystem in binaiy Cmite field, there are a few modification that need to be done to satisfy the properties of bina,y finite field. This is to ensure that the message that had been send can be decrypt successfully. The algorithm that will be used in this paper to complete the cnetyption and decryption process is EIGainal algorithm. Motivated from Natanael & Suryani in 2018, we represent the finite field using bina1y finite field Gf(2' ) or ]Fr. Therefore, in this study, the implementation of ECC over lF, .., with the modification of EIGamal encryption ai1d decryption scheme work successfully where the original message or plaintext had been obtained after decryption process. For future studies, this method cai1 be further improves by using a larger value of m in IF)' in order to increase the security of the text message. This method also can be implemented in GUI to make the calculation of encryption and decryption process faster instead of calculating manually.
A Novel Framework for Sign Language to Text Conversion using Convolutional Neural Network

Sign language is the only way of method to communication for hearing impaired and deaf-dumb peoples. The system will recognize the signs between signers and non-signers, this will give the meaning of sign. The proposed method is helpful for the people who have hearing difficulties and in general who use very simple and effective method is sign language. This system can be used for converting sign language to text using CNN approach. An image capture system is used for sign language conversion. It captures the signs and display on the screen as writing. Results prove that the planned methodology for sign detection is more effective and has high accuracy. Experimental results will acknowledge the signs that the planned system is 80% accuracy.
Business Model Canvas : Auto Watering Flowerpot / Anis Izzaty Nathasa Mohamad Razali

Auto Watering Flowerpot is a product focusing on the problem encountered by the societies especially for house planter. The main issue regarding house planting is house planter are afraid the houseplant might wither or die due to over or under watering. Problem arise when house planter needs to water the houseplant with the right amount of water depending to the weather. Failed to do that accordingly might wither the houseplant and results to die. Not only that, houseplant need to receive enough sunlight to ensure the growth of the houseplant. House planter needs to be extra cautious in handling the houseplant as house planter must place the houseplant where the houseplant can receive more sunlight to avoid from withered or died. Besides that, house planter tends to forget to water the houseplant as some of the house planters are employed. House planter tends to forget to water the houseplant when they get busy with works such as going for work or house cleaning. This problem happened as house planter needs to spend some of the time to water the houseplant. Thus, Auto Watering Flowerpot is to be introduced into the market with the main purpose to meet the requirements of consumers’ demands regarding the problems happened
A Set Statistical features for Evaluating Interactive Question Answering

: Evaluation plays an important role in the interactive question answering(IQA) systems. In the context of evaluating IQA systems, there is practically no specific methodology for evaluating these systems in general. The main problem with designing an assessment method for IQA systems lies in the fact that is rarely possible to predict interaction part. To this end, human needs to be involved in the evaluation process. In this paper, an appropriate model is presented by introducing a set of built-in features for evaluating IQA systems. To conduct the evaluation process, four IQA systems were considered, and then a database of conversation was exchanged between users and systems. After performing the preprocessing on the conversation, the statistical characteristics of the conversation was extracted and base on that characteristics matrix was formed. Finally, using SVM, human thinking divided into two groups. The correlation coefficient between human thinking and proposed set features indicated the high accuracy of set features presented in evaluating of IQA systems.
LibGuides: Online Teaching & Design Resources for Fall 2020: e-textbooks

This guide is for MCU faculty to support them in designing and redeveloping their fall 2020 courses. This guide will provide literature , resources, and other tools to use.
Meta-Modeling of AI for Software Modularization

Recent developments in artificial intelligence have surprisingly been only on the machine-learning related technologies. This growing trend brings new hardships to the already problematic AI programming sector that looks like a zoo of paradigms. AI is unfortunately full of incompatible technologies that can hardly cooperate in a common multidisciplinary project. These technologies are also under the threat of being abandoned in favor of the emerging machine learning techniques. However, there are many valuable ideas and concepts in the classical AI approaches that can be quite useful in the awaiting challenges of general AI. Such a great endeavor will necessitate everything we know about representing and processing knowledge. Meta-modeling of the AI domain as a whole can bring about model driven development as a glue for the fragmented development efforts. In the long run it also has the capacity to trigger a unification and revival of the art of AI programming around a more structured central paradigm.
Imaginary novelty and its affirmation in culture

The study of novelty as a cultural phenomenon presupposes the formulation and solution of the problem in the ultimate interpretation, as an unbiased description of its appearance on a defined territory, reducing it to preestablished principles that explain novelty as certainty and stability. This means understanding the phenomenal limit-the novelty goes to infinity and shimmers in the vastness of being, appears to the inquisitive mind in the form of original discoveries and imaginary worlds. Novelty is revealed as the opening potency of being with the possibilities that have appeared – the reversal of events that are its direct implementation. The formulation of the novelty problem immediately confronts the initial contradiction and the difficulty of solving it. Imaginary novelty compensates for the unavailability of a material analog-it fills the voids of being and presence with its creations. Imaginary novelty carries the desired illusions that inspire the enthusiast, but under the cover of dreams, the real novelty of being grows. The paper suggests the related concepts: imaginative, imaginary, quasi-objective for the expansion of the intellectual landscape of the field of culture. In the aspect of novelty, the imaginary appears as an outstripping development of the presence, its separation from being and self-active bifurcation, the desire for a new material embodiment – the production of added being.
Augmented Reality Implementation for Interior Designing and Virtual Furniture

The Real environment is supplemented or augmented with the computer-generated virtual objects or image is known as Augmented Reality. Augmented Reality adds thing to the existing world. It is an enhancement of real world where we mix the real world with the virtual objects. In this paper we are implementing a methodology that builds preview of the interior designs of the room which contains the virtual object alongside the real environment. Using this application user can place the selected objects such as furniture, lamps, vase etc in their personal space. This eventually reduces the challenging task of purchasing and adjusting non suitable objects to his or her room as user gets the preview before purchasing the actual item. This application is more suitable for this busy and digitalizing world.
Heuristic Evaluation of Upgradation of Magic XPI Dashboard Web Application

Magic Monitor is the product developed by Magic Software Enterprises. It is an upgradation of the old Magic XPI dashboard. Currently this new product has all the functionalities which old product possesses along with some additional functionalities. The main objective of this product was to make the product/dashboard more interactive than older one, also to make Graphical User Interface more effective &amp; informative. Hence, we decide to evaluate the product to identify usability issues and the efficiency of the product. To evaluate this product, we decided to use Heuristic Evaluation method since it is quicker and simpler to implement. It is an expert-based summative evaluation method, which also facilitates web-app redesigning and versioning. The product`s efficiency could be determined by it showing lesser time and space complexity and additional functionalities to the older product. It has got some usability problems which are mainly related to user not being aware about hardware underlying the product and entire journey of the messages/requests to be processed, generated by the product. This usability will be resolved soon but currently this product seems to be more efficient than older one.
Be My Guest: Normalizing and Compiling Programs using a Host Language

In programming language research, normalization is a process of fundamental importance to the theory of computing and reasoning about programs. In practice, on the other hand, compilation is a process that transforms programs in a language to machine code, and thus makes the programming language a usable one. In this thesis, we investigate means of normalizing and compiling programs in a language using another language as the host. Leveraging a host to work with programs of a guest language enables reuse of the host's features that would otherwise be strenuous to develop. The specific tools of interest are Normalization by Evaluation and Embedded Domain-Specific Languages, both of which rely on a host language for their purposes. These tools are applied to solve problems in three different domains: to show that exponentials (or closures) can be eliminated from a categorical combinatory calculus, to propose a new proof technique based on normalization for showing noninterference, and to enable the programming of resource-constrained IoT devices from Haskell.
Web-Based General Election Information System Using e-Voting at the Institut Pendidikan Indonesia

Electronic voting or e-voting implemented at the Indonesian Institute of Education Garut is a form of voting that is usually used for general elections and polls using electronic media. The times have made a shift in the use of media from conventional to digital. Many innovations are used in this technological era, especially web information systems. The use of this web information system is currently widely used for electronic voting because of the speed and security of the data generated. This electronic voting information system or term in this technological era is called e-voting using website technology designed very simply and relatively cheaply so that voting at the Garut Indonesian Institute of Education which was previously manual can be done digitally by using information system technology. web. Keywords: E-voting; Information Systems; Web Abstrak: Pemungutan suara elektronik atau e-voting yang diterapkan di Institut Pendidikan Indonesia Garut adalah suatu bentuk pemungutan suara yang biasanya digunakan untuk pemilihan umum maupun poling menggunakan media elektronik. Perkembangan zaman, membuat pergeseran penggunaan media yang dahulu konvensional menjadi digital. Banyak inovasi yang digunakan di era teknologi ini terutama yaitu sistem informasi web. Penggunaan sistem informasi web ini saati ini banyak dipakai untuk pemungutan suara elektronik karena kecepatan, dan keamanan data yang dihasilkan. Sistem informasi pemungutan suara elektronik ini atau istilah di era teknologi ini bernama e-voting menggunakan teknologi website dirancang dengan sangat sederhana dan biaya yang relatif murah agar pemungutan suara di Institut Pendidikan Indonesia Garut yang tadinya manual bisa dilakukan dengan secara digital yaitu dengan menggunakan teknologi sistem informasi web. Kata kunci: E-voting; Sistem Informasi; Web
헤어미용분야 국가직무능력표준(NCS) 학습모듈 개발 현황 분석

The purpose of this research is to present basic data for the development of NCS learning module in hair beauty field by analyzing the current status of NCS learning module development. In order to achieve the research objectives, relevant prior research, NCS site, primary, secondary and tertiary learning modules were analyzed. As a result of the research, the learning module was developed three times, reflecting the needs of education-related institutions and industries, the ability units were subdivided and the contents of the learning module were modified and supplemented. It is estimated that this research will help the relevant research and policy decision in the future by analyzing the development status of the National Competency Standards (NCS) and learning modules in the hair beauty field, and by studying the characteristics, differences, modifications and complements of each. It is meaningful in contributing to the training of hair beauty jobs required by the Skills Review Board and providing basic data for the development of the beauty industry.
Human-Machine Cooperation and Path Planning for Complex Road Conditions

With the rapid development of the information age, the development of industrial robots is also advancing by leaps and bounds. In the scenes of automobile, medicine, aerospace, and public service, we have fully enjoyed the convenience brought by industrial robots. However, with the continuous development of industrial robot-related concepts and technologies, human-computer interaction and cooperation have become the development trend of industrial robot. In this paper, the human-machine cooperation and path optimization of industrial robot in a complex road environment are studied and analyzed. At the theoretical modeling level, firstly, the industrial robot is modeled and obstacle avoidance is analyzed based on the kinematics of industrial robot; thus, an efficient and concise collision detection model of industrial robot is proposed. At the algorithm level, in view of the complex road conditions faced by industrial robots, this paper will study and analyze the obstacle avoidance strategy of human-computer cooperation and real-time path optimization algorithm of industrial robots. Based on the virtual target point algorithm, this paper further improves the problem that the goal of the traditional path planning algorithm cannot be fully covered, so as to propose the corresponding improved path planning algorithm of industrial robots. In the experimental part, based on the existing industrial robot system, the human-machine cooperation and path planning system proposed in this paper are designed. The experimental results show that the algorithm proposed in this paper improves the accuracy of obstacle avoidance by about 10 points and the corresponding convergence speed by about 5% compared with the traditional algorithm and the experimental effect is remarkable.
PARARELISME DALAM KALIMAT PADA BERITA ONLINE DETIKMEDAN.COM

This research aims at describing pararelism in sentences on online news detikmedan.com reviewed from the alignment ofthe form. The research was conducted on the detikmedan.com online news text. The method used is a qualitative researchmethod directed at the linguistic data. The source of this research data is a sentence in the news text on online newsdetikmedan.com. Sampling is done gradually. The results showed that there were 14 sentences that had proper pararelismin the news text being reviewed from the alignment of the form. There are 10 sentences that have erroneous parerism in thenews text being reviewed from the alignment of the form.