Reviewerly/exHarmony huggingface dataset:
Causal Discovery by Graph Attention Reinforcement Learning

Discovery the causal structure graph among a set of variables is a fundamental but difficult task in many empirical sciences. Reinforcement learning based causal discovery from observed data achieves prominent results. However, previous algorithms lack interpretability and efficiency, and ignore the prior knowledge of causal structure. To solve these problems, we propose GARL that leverages graph attention network to embed the structure information and the prior knowledge, and reinforcement learning to search the variable ordering with the best score. GARL takes the structure information and prior knowledge as the computational skeleton of attention to obtain the embedded representation of variables, and then generates variable orderings through the designed ordering model. In addition, the structure information is used to form the DAG corresponding to the variable ordering, which reduces the computational difficulty and improves the efficiency. GARL generates DAGs in the reinforcement learning framework, and uses the score of DAG as the reward to optimize the network structure to search the DAG with the best score. Experimental results on synthetic and real datasets show that our GARL has obvious advantages in multi-node operation efficiency, and competitive results with competitive baselines.
Concept Discovery for Fast Adaptation

The advances in deep learning have enabled machine learning methods to outperform human beings in various areas, but it remains a great challenge for a well-trained model to quickly adapt to a new task. One promising solution to realize this goal is through meta- learning, also known as learning to learn, which has achieved promising results in few-shot learning. However, current approaches are still enormously different from human beings’ learning process, especially in the ability to extract structural and transferable knowledge. This drawback makes current meta-learning frameworks non-interpretable and hard to extend to more complex tasks. We tackle this problem by introducing concept discovery to the few-shot learning problem, where we achieve more effective adaptation by meta-learning the structure among the data features, leading to a composite representation of the data. Our proposed method Concept-Based Model-Agnostic Meta-Learning (COMAML) has been shown to achieve consistent improvements in the structured data for both synthesized datasets and real-world datasets.KeywordsFew-shot LearningStructure DiscoveryGraphical ModelModel Interpretability
Image super-resolution with PCA reduced generalized Gaussian mixture models in materials science

Single Image Super-Resolution algorithms based on patches have been noticed and widely used over the past decade.Recently, generalized Gaussian mixture models (GGMMs) have been shown to be a suitable tool for many image processing problems because of the flexible shape parameter.In this work, we introduce a supervised GGMM-based approach for superresolution of two-and three-dimensional images, in particular materials images.We first propose to use a joint GGMM learned from concatenated vectors of high-and low-resolution training patches.For each low-resolution patch, we compute the minimum mean square error (MMSE) estimator and generate the high-resolution image by averaging these estimates.We select the MMSE approach using GGMM as the method is invariant to affine contrast change and also invariant to a linear super-resolution operator.Unfortunately, the large dimension of the concatenated high-and low-resolution patches leads to instabilities and an intractable computational effort when estimating the parameters of the GGMM.Thus, we propose to combine a GGMM with a principal component analysis and derive an EM algorithm for estimating the parameters of the arising model.We demonstrate the performance of our model by numerical examples on synthetic and real images of material microstructure.
Social Media Influencers in Albania. Self-promotion or a hyper-machine phenomenon

Background: Social media influencers are gaining special relevance in many studies related to media, communication, and advertisement. Whilst a lot of research has been conducted in several countries on possible effects on different fields, in Albania SMI-s are still considered a pure marketing tool and there is little evidence on trends related to this topic. Purpose: The purpose of this study was to understand why the younger generation tend to follow social media influencers and to identify the most notable features they are looking for when following a specific SMI. Methodology: The data collection method used for this study was a questionnaire, spread out to students at the European University of Tirana, and the sample population age range was from 18 years old up to 26 years old. Conclusion: It results that youth tend to spend more than three hours on social media, and they are inclined to follow social media influencers based on the similarities they share with them. One of the most relevant findings is their tendency to strongly disagree in considering reality shows characters and politicians as social media influencers.
Heterogeneous Graph Contrastive Learning with Meta-path Contexts and Weighted Negative Samples

Heterogeneous graph contrastive learning has received wide attention recently. Some existing methods use meta-paths, which are sequences of object types that capture semantic relationships between objects, to construct contrastive views. However, most of them ignore the rich meta-path context information that describes how two objects are connected by meta-paths. On the other hand, they fail to distinguish hard negatives from false negatives, which could adversely affect the model performance. To address the problems, we propose MEOW, a heterogeneous graph contrastive learning model that considers both meta-path contexts and weighted negative samples. Specifically, MEOW constructs a coarse view and a fine-grained view for contrast. The former reflects which objects are connected by meta-paths, while the latter uses meta-path contexts and characterizes the details on how the objects are connected. We take node embeddings in the coarse view as anchors, and construct positive and negative samples from the fine-grained view. Further, to distinguish hard negatives from false negatives, we learn weights of negative samples based on node clustering. We also use prototypical contrastive learning to pull close embeddings of nodes in the same cluster. Finally, we conduct extensive experiments to show the superiority of MEOW against other state-of-the-art methods.
Comparative Analysis of Deep Convolution Networks Based Image Super-Resolution Techniques

Single Image Super-Resolution (SISR) is gaining huge attention in the digital age across various application domains such as surveillance, medical imaging, and agriculture. Numerous SR methods based on deep learning were used by existing researchers to improve image resolution. Literature shows that deep convolutional neural networks (CNNs) perform exceptionally well to handle degraded images. In this study, CNN-based methods from a deep learning environment are compared to reconstruct the High-Resolution (HR) images. Observations show that SRCNN and FSRCNN can achieve considerable image quality after reconstruction; however, performance is limited to small datasets due to shallow network parameters. Furthermore, VDSR and LapSRN were also utilized against heavy datasets due to their huge computational efficiency.
Effective of micro teaching method in arabic language grammar among UniKL MITEC students

Learning Arabic language among non-Arabian’s beginners is also brings the real challenges among students and the teachers. Vocabulary enrichment, grammar enhancement, and vowel pronunciation gain the specific technique to be applied among university students who limited by semester system. This study is about Effective of Micro Teaching Method in Arabic Language Grammar Among UniKL MITEC Students. The study uses qualitative approach by conducting observation among students who applied this method from the beginning week 1 until the final week. 50 students have been observed until the data reached the saturation points. Finding shows to us that most of students are able to write, speak, and listen in Arabic fluently after applying this Micro Teaching Technique. It is suggested that this technique can be applied via WhatsApp, Facebook, Telegram and other applications and software to makes teaching and learning process among students are more, virtual, interactive, and mobile. As a conclusion, new teaching method need to be design to fix and fulfill the student requirement to master the Arabic course in the semester system in university.
Rancang Bangun Aplikasi Digital Perpustakaan Berbasis Web Di Smpk Santa Maria Kota Palangka Raya

This research will discuss the use of information technology for the library at SMPK Santa Maria, Palangka Raya City. This digital library application can assist in making library transactions, because SMPK Santa Maria is still manual, that is, library transactions are carried out by writing the borrower's name and the book data borrowed in the library book. The methodology used in making this website is waterfall, with stages, namely the Requirements Definition stage using a flowchart, Requirements Analysis and Definition through DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), and database. Implementation and Unit Testing with programming languages namely HTML, PHP, CSS, Bootstrap, Javascript, and MySQL, Integration and System Testing using the Blackbox Method.On this website there are several features, namely the homepage, Manage member data, Manage book data, Manage fine data, Manage book location data, print member reports, print transaction reports, Manage loan transaction data, Manage return transaction data, and library floor plan information (shelf book). With the aim that librarians can easily manage data on borrowing books by members.
Rancangan Bangun Sistem Informasi Pengelolaan Penerimaan Peserta Didik Baru di SMA Negeri 1 Tamiang Layang Berbasis Website

SMA Negeri 1 Tamiang Layang is one of the high schools located in East Barito Regency. The purpose of this research is to build an Information System Website for the Management of New Student Admissions at SMA Negeri 1 Tamiang Layang. The system development method used is the Waterfall model, starting from analysis, design, implementation and testing. The design is using Data Flow Diagrams (DFD) using context diagrams, Level 0 and Level 1 DFDs and Entity Relationship Diagrams (ERD), PHP programming language and MySQL database. The result of the research is that a website for the Management of New Student Admission Management Information System at SMA Negeri 1 Tamiang Layang can be produced that can run and function properly.
THE EFFECT OF EDUCATION THROUGH THE ANIMATED VIDEO "ECAMI" ABOUT ALERTNESS IN TSUNAMI EVACUATION ON THE BEHAVIOR OF ELEMENTARY SCHOOL CHILDREN IN BENGKULU CITY 2021

Calamities are phenomenon that threaten and giving an impact on all ages, including children. Children are a group that is vulnerable to calamities, so it is necessary to make attempt of alertness for the children. One of these attempt is providing the education of alertness in tsunami evacuation to elementary school children using the animated video “ECAMI”. The aim of this study was to determine the effect of education through the animated video "ECAMI" about alertness in tsunami evacuation on the behavior of elementary school children in Bengkulu city 2021. The research design was a quasi-experimental with pre-post test design with control group. The research sample amounted to 44 people consisting of 22 people in the intervention group and 22 in the control group. The sampling technique used is simple random sampling. Analysis using t test within ? ? 0,05. The results showed that the average knowledge before intervention in the intervention group was 69,58 and in the control group was 72,03, therefore the average attitude before intervention in the intervention group was 74,09 and in the control group was 74,64, while the average before intervention in the intervention group 64,91 and in the control group 65,09. The average knowledge after the intervention in the intervention group was 91,78 and in the control group was 84,27, therefore the average attitude after the intervention in the intervention group was 92,45 and in the control group was 87,64, meanwhile the average action after the intervention in the intervention group was 92,73 and in the control group 83,27. The results of the analysis show that there is a difference in the average knowledge with p value 0,000, a difference in the average attitude with p value 0,000, and a difference in the average action with p value 0,002. Educational animation video “ECAMI” can improve the behaviour of alertness in tsunami evacuation.&#x0D; &#x0D;
Implementasi Modul Website Kepelangganan Manager Support Pada Sistem Informasi Penyedia Layanan Internet Rumah Menggunakan Third Party API

In the current development of the use of internet services, internet service providers company provides internet services that can be connected to customer’s houses. PT. XYZ is an internet service provider company that operates in the city of Blitar, East Java. The customer of support manager registration process for internet services on this client still does not have an online system so that registration is still done manually by the support manager to be able to integrate its customers with the network provided by the company. Therefore, this registration process on PT. XYZ needs to be converted into an online subscription information system to simplify the subscription registration process and so on. This system module was developed using evolutionary prototyping methodology, starting from the quick design stage by analyzing requirements and designing the system quickly so that it can go directly to the prototype build process. The process of building a prototype is carried out by implementing the results of the system design, then followed by user evaluation to get feedback on the prototype that was built. The prototype refining stage is for stabilization on the prototype that has been made previously and there is a test of the system using the black box testing method. After several trials, and results of the trials carried out, it can be concluded that the system is running well and can be used as a Support Manager Subscription Module on the Home Internet Service Provider Information System in Blitar City. By implementing third party&#x0D; Application Programming Interface (API), the resulting subscription web module can display maps, bank account mutations, and WhatsApp notifications to assist the registration and payment process.
Sistem Informasi Geografis Tempat Kost Di Kota Palangka Raya Berbasis Website

Currently the internet has become an important and effective means of communication to obtain various sources of information. The internet has also been proven to provide benefits to the community, one of which is in the business of providing residential services or boarding houses. Due to limited information about facilities, prices, locations and availability of boarding rooms, it is difficult for people to come directly to the location to survey the boarding house.The methodology used is Waterfall which has five stages, namely, Requirement Analysis and Definition, System and Software Design, Implementation and Unit Testing, Integration and System Testing, and Operation and Maintenance. At the analysis stage, data collection and needs analysis were carried out. At the design stage, Data Flow Diagrams (DFD) and Entity Relationship Diagrams (ERD) are made. At the implementation stage, the system was created using PHP and JavaScript as the programming language, and MySQL as the database server. The testing method used is the Blackbox Testing method. Boarding seekers can view the location, route, boarding information, filter data, and see the panorama of the boarding house and can book a boarding house in the city of Palangka Raya. The boarding house owner can use this system as a place to promote his boarding house.
LITERASI DIGITAL DALAM PERSPEKTIF GURU DI WILAYAH PEDESAAN PULAU TIMOR

The purpose of this research is to find out the teacher's perspective on digital literacy in the rural areas of Timor Island. The research approach is qualitative with descriptive method. Research informants are school principals, teachers and students. Data collection techniques using observation, interviews, document studies, questionnaires. Data Analysis Techniques consist of 3 streams of activities that are carried out simultaneously, namely data reduction, data presentation and conclusion/verification. The results of the study are that the diverse perspectives of teachers regarding digital literacy in schools have a low impact on the implementation of digital literacy at SDN Balfai, Kupang Regency. Out of a total of 29 teachers, there were 23 (79%) teachers who had not participated in digital literacy training activities, 6 teachers who had participated in digital literacy training activities (21%) The difference in perspective was the result of various problems in implementing digital literacy in schools, namely: First, the low level of teacher understanding of digital literacy is influenced by the lack of digital literacy training for teachers. Second, apart from that, the weak managerial role of school principals in formulating work programs to implement digital literacy in schools results in the absence of digital literacy programs. Third, the low role of the teacher in implementing school digital literacy. Fourth, online learning activities carried out during the Covid -19 pandemic have not had an impact on digital literacy habits for teachers and students.
PENGARUH MODEL DISCOVERY LEARNING TERHADAP MOTIVASI BELAJAR PESERTA DIDIK PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI

The ability of students in the learning process learning motivation is still low, this can be seen from the lack of active students in the learning process because there is a sense of boredom, boredom and lack of enthusiasm in participating in learning. on ICT subjects for class XI IPS MA Raudhatus Shalihin. This study uses quantitative methods, the approach used is the ex post facto approach. The research sample determination technique uses purposive sampling, while the sampling technique uses a saturated sample technique. So the sample used is class XI MA Raudhatus Shalihin with a total of 28 respondents. The data collection technique uses a questionnaire in the form of a statement to be filled in by the respondent. Data analysis using t test using manual formula. It can be seen from the results of the t-test, it is known that the value of tcount = 4.272 and the value of ttable = 2.048 means tcount&gt; ttable. With that, it can be concluded that there is an effect of the Discovery Learning model on students' learning motivation in ICT subjects for class XI at MA Raudhatus Shalihin
NodeNet – A Complete Home Automation System

NFTs (Non-Fungible Tokens) are unique digital assets created and traded via the blockchain technology. It allows us to have ownership rights of the digital assets, thus giving the owner transferrable rights. The first NFT was created in May 2014, but it only started gaining momentum amongst investors in the past few years. Since 2018, multiple NFT marketplaces have emerged. The target of this project is to create a decentralized NFT marketplace using IPFS, Solana, and a Coinbase wallet.NFTs (Non-Fungible Tokens) are unique digital assets created and traded via the blockchain technology. It allows us to have ownership rights of the digital assets, thus giving the owner transferrable rights. The first NFT was created in May 2014, but it only started gaining momentum amongst investors in the past few years. Since 2018, multiple NFT marketplaces have emerged. The target of this project is to create a decentralized NFT marketplace using IPFS, Solana, and a Coinbase wallet.&#x0D;
Titik Café : Aplikasi Pencarian Café Menggunakan Metode Algoritma Ant Colony Kota Palangka Raya Berbasis Android

The increasing number of café in Palangka Raya makes people especially newcomers confused about choosing the right café to visit. In the end, sometimes people are stuck getting a cafe that is far from where they are, even though it turns out that there is a cafe they want that is close to them and also for newcomers to the city of Palangka Raya. This happens because currently, searching for cafes or restaurants is still limited to information from Google Maps only.Based on these problems, a system that can provide information is needed and is facilitated by finding the location of the café with the closest distance from the location of the application user. This study aims to build an android application that can display information and the location of a café that is presented in the form of an android application.This research applies the Ant Colony algorithm, as well as Google Maps and Mapbox as a digital map builder, and is developed based on Android. Making this application using the waterfall method, at the analysis stage the analysis stage is carried out on the things needed for making the application. At the design stage, program modeling is described in Data Flow Diagrams (DFD). Then at the coding stage of making this application using Android Studio, and testing this application using the black box method
Perancangan Website Pembelajaran Sederhana Untuk Anak Sekolah Dasar

Indonesia is included in a country with a fairly high birth rate, so many young people in Indonesia have a low level of education. Education is very important for every individual in developing potential and creativity, as well as being a responsible person. In addition to formal and non-formal education, informal education obtained in the family or surrounding environment also has an important role in the formation of individual character. However, the coronavirus pandemic is a factor in children's lack of interest in learning. Therefore, the use of the web as an interesting learning medium can help children in learning online at home. Currently, mobile phones are common devices owned by children, but often used only to play games. To overcome this, the author decided to create a simple learning website for elementary school children that can be accessed anytime and anywhere. This website has the title "Simple Learning Website for Elementary School Children" and is expected to have a positive impact on children in the learning process.
Website Layanan Pengaduan Masyarakat Pada Bina Marga Kota Palangka Raya

The public complaint service website is a support system primarily for the community who wish to report road and bridge damage complaints in the Public Works Department. In handling community complaints, the Public Works Department has a mechanism for handling complaints that can be done directly or using WhatsApp applications. This results in complaint handling still being manual and not computerized. The Waterfall software development methodology was used in designing and building this system. The stages involved were: Requirements Definitions, System and Software Design, Implementation and Unit Testing, Integration and System Testing, and Operation and Maintenance. The programming language used in developing the website was PHP, the database used was MySQL, and blackbox testing was performed. After testing, the website can run its functions well, which is to manage complaint data entered into the database. The aim is for the Public Works Department to plan road and bridge construction and repairs in a more structured manner and to help with road and bridge monitoring. This website can facilitate the public in reporting the location of damaged roads and bridges using the Google Maps API, making it easier for users to determine the location of damaged roads and bridges.