Reviewerly/exHarmony huggingface dataset:
Improving Simple Oral Descriptive Monologue Skills Using Video Media for Students

This Class Action Research was carried out at SMP Negeri 1 Gemarang in class VIII-A students, the research subjects were 22 students. Researchers collected data using qualitative and quantitative techniques. Data collection using qualitative techniques was carried out by way of interviews, observation while data collection through qualitative techniques was carried out by carrying out pre-tests and post-tests so as to produce an average test score. The results of the average score show that there is an increase in students' English-speaking ability; the average score increased from 71.22 in the pre-test to 76.81 in the post-test I and 85.40 in the post-test II. Based on the description above learning by using video media can improve the skills of expressing simple oral descriptive monologues that are acceptable to class VIII-A students of SMP Negeri 1 Gemarang. The findings in this study is that there is a change in student behavior which is more interested during the teaching and learning process. While there were a few weaknesses, namely the students were very enthusiastic but still constrained by shyness and fear, students were busy while practicing dialogue, in general the authors found an increase in speaking skills even though there were a few mistakes in pronouncing English words (mispronounced).
Information Processing and Memory in Learning

ABSTRACT&#x0D; The success of learning is strongly influenced by information processing mechanisms and working memory. The characteristics of the initial information will affect the sensory response which is continued by storage in sensory memory. Various stimulus information such as psychophysical stimulus, emotional stimulus, discrepant stimulus and manding stimulus will have an effect on the response back from respondents. Information will be selected to enter short term memory (STM) through a working memory mechanism with the ability to store information within a few seconds. Working memory is managed by the Central executive control center by involving the phonological Loop area, Episode buffer, and Visuo-spatial Sketch Pad. Then the information is continued to Long Term Memory (LTM) with repetition and coding mechanism. Long-term memory storage in the area of ??episodic memory, semantic memory and procedural memory. Working memory is influenced by cognitive load (Cognitive Load) and Cognitive Fit Theory (CFT).
Image Caption Generation Using Scoring Based on Object Detection and Word2Vec

Generating descriptive text from images, known as caption generation, is a noteworthy research field with potential applications, including aiding the visually impaired.Recently, numerous methods based on deep learning have been proposed.Previous methods learn the relationship between image features and captions on a large dataset of image-caption pairs.However, it is difficult to correctly learn all objects, object attributes, and relationships between objects.Therefore, occasionally incorrect captions are generated.For instance, captions about objects not included in the image are generated.In this study, we propose a scoring method using object detection and Word2Vec to output the correct caption for an object in the image.First, multiple captions are generated.Subsequently, object detection is performed, and the score is calculated using the resulting labels from object detection and the nouns extracted from each caption.Finally, the output is the caption with the highest score.Experimental evaluation of the proposed method on the Microsoft Common Objects in Context (MSCOCO) dataset demonstrates that the proposed method is effective in improving the accuracy of caption generation.
Splendor: Static Detection of Stored XSS in Modern Web Applications

In modern websites, stored Cross-Site Scripting (XSS) is the most dangerous XSS vulnerability, which can store payloads in the web system and be triggered directly by the victim. Database (DB) as the most commonly used storage medium for data on websites is therefore also the most common place where stored XSS occurs. Due to the modularity of modern programming architectures, the complex underlying database operations will often be encapsulated and abstracted as a Data Access Layer (DAL) to provide unified data access services to the business layer. The heavy use of Object-Oriented (OO) and dynamic language features involved in the encapsulation makes it increasingly challenging for static taint analysis tools to understand how tainted data flows between the source code and the exact locations in database.
Polynomial Regression Method and Support Vector Machine Method for Predicting Disease Covid-19 in Indonesia

The COVID-19 pandemic has become a major threat to the entire country. According to the WHO report, COVID-19 is a severe acute respiratory syndrome transmitted through respiratory droplets resulting from direct contact with patients. This study of data history is then processed using data mining prediction methods, namely the Polynomial Regression method compared to the Support Vector Machine method. Of the two methods will be sought the most accurate method by testing accuracy with MAE, MSE, and also MAPE to get the results of covid-19 predictions in Indonesia. Based on the comparison of test results through various scenarios against both methods, the Polynomial Regression method obtained the smallest test value, resulting in an accuracy value of MAE = 4146.025749867596, MSE = 19031800.02642069, MAPE = 0.006174164877416524. Polynomial regression is the best-recommended method
Digitalisasi Pelayanan Administrasi Kependudukan di Desa Taunbaen Timur Berbasis Website Menggunakan Metode Prototype

One of the main tasks of a village office is the population administration handling and permit paperwork service. The village population administration handling at East Tuanbaun Village, the sub-district of North Biboki, the District of North Central Timor up to the current time, is still implemented conventionally. The data processing management, such as letter of recommendations, document filing are still conventionally recorded in books. Such conditions are considered very ineffective and undeniably very time consuming, particularly when someone is trying to find data. Apart from that it is very lackadaisical and results in long queue whenever people come to get their paper work done. We, in this research, develop website-based information system for population administration service named SIADES. This website platform is chosen as it can be easily and freely accessed from any place at anytime. This application is developed using prototype method, providing the system development method can give access to the interaction between the user and the developer. The existence of this application can help the village officers and the society in handling letters of permit. People don't have to come to the village office to get their permit/recommendation letter since they can do it using online website service. On top of that, all the digitally saved data will remain safe and long-lasting.
EDUKASI NUTRITION GOES TO SCHOOL PADA GURU SEKOLAH MENENGAH PERTAMA DI KABUPATEN TANJUNG JABUNG TIMUR

Teachers as educators in schools and substitutes for parents have a very important role in providing education and exemplary clean and healthy living behaviors for students, as mentors in learning, as well as mentors and motivators. This Community Service (PkM) aims to provide education to junior high school teachers about nutritional literacy, namely nutrition goes to school as one of the efforts to intervene in nutrition in the school setting. The PkM location is Tanjung Jabung Timur 21 Public Middle School with a target of 25 teachers. Education is provided through the NGTS module directly followed by pre-test and post-test, and each teacher is required to apply the material taught to students within 1 month. The results of the pre-test and post-test analysis revealed that there was an increase in teacher knowledge about the NGTS educational model. This community service activity has been published in online mass media, namely the Jambi Tribune. It is hoped that the school will increase the capacity and capability of teachers in fostering efforts to improve the health and nutrition of students through learning and motivation, and continue to create a work environment that supports clean and healthy living behaviors.
Interactive and Markerless Visual Recognition of Brazilian Sign Language Alphabet

The automatic recognition of sign languages will increase the inclusion of non-verbal persons in society by allowing them to communicate with people who are not familiar with sign language. To this end, recently some systems have been proposed to automatically recognize sign language. Among them, those with external aids such as gloves, markers, clothing/background control, or radars usually have high accuracy, but are not practical in daily life situations. On the other hand, those that use only a camera, such as prevalent smartphone cameras, are practical but have lower accuracy. In this work, we present a system that can recognize the alphabet in the Brazilian sign language, Língua Brasileira de Sinais (LIBRAS), using only a camera yet achieving high accuracy. Like most existing works, our system captures and processes the image of hand gesture and uses a classifier to recognize the sign. However, unlike existing works, the classifier is the Inception-v3 neural network trained with transfer learning on our custom-collected LIBRAS alphabet dataset. Performance evaluations show the system recognizes LIBRAS alphabet with 97% accuracy. We also developed an interactive app, demonstrating that it can run in real time.
Robust Classification Model with Multimodal Learning for Home Service Robots

We propose an auxiliary data stream structure as a robust classification model.The model treats one modal as the main input and the other modals as supports.The model chooses how much of the sub-modal is used for classification.We experimented with two and three modal inputs.Moreover, we added pseudo-shadows to the visual information for the experiment with three modal inputs.In all experiments, our proposed model improves the accuracy and robustness to environmental disturbances by using multiple modals.
Generation of Moire-Like Videos from RGB-D Videos Window

A non-photorealistic rendering method has been proposed to generate moire-like images from photographic images using bilateral filter and unsharp mask.Extensions to the conventional method have also been proposed to generate moire-like videos from videos or to generate moire-like images from RGB-D images.In this paper, a method is proposed to generate moire-like videos from RGB-D videos.Flickering is a problem in NPR videos, but the proposed method can suppress flicker.Through experiments using an RGB-D video taken by the authors, the flicker of moirelike videos generated by the proposed method was evaluated visually and quantitatively.
Data-driven Control Experiments of a Quadrotor Drone

Multi-rotor unmanned aerial vehicle (UAV)have various advantages due to their high expected performance.Most conventional model-based design methods require the dynamic characteristics of UAV, whereas data-driven design methods allow the controller to be designed directly from flight data without a model.This study reports on the creation and flight experiments of a quadrotor drone with the aim of preparing an environment for implementing data-driven design for UAV.In addition, the usefulness of the controller directly designed from flight data is also reported.
Retrieval by Sensory Information

Until now, information retrieval has been conducted by language.In recent years, information retrieval using smart microphones has also developed.However, voice-based retrieval is conducted by converting voice into linguistic information.In this study, we propose a search based not on linguistic information but on language sensitivity information.Language sensitivity information is a way of saying things.We perceive differences in the way we say the same word.In other words, the difference in how we say a word is the sensory information of the language.This study proposes a method for extracting and retrieving sensitive information from language.
Proposal of a Framework to Improve the Efficiency of the Implementation Step in Test Driven Development (TDD)

TDD is a development methodology that brings us closer to better implementation and testing by repeating a series of steps: test design, implementation that satisfies the tests, and refactoring.This paper proposes a framework aimed at supporting the implementation steps in TDD.The proposed framework generates source code that passes tests while retaining refactoring by the developer.The prototyped framework reduced the time required for the implementation process by 94.22% and the generation time by 66.17% compared to manual work.
Deep-Learning-Based Designed Weight Picking Noodle-like Object

For food packaging line, manual picking up of the noodle-like objects according to specific weight requires worker's experience for picking quickly and accurately.This article presents a robot arm with a 6-finger gripper picking up the noodle-like objects in specific weight using deep-learning-based to find the best possible action.For measuring the action, we use direct variation to probability of picking action at specific weight in this research use value for the likelihood of weight probability given an action.To find likelihood of weight probably deep-learning-based and use normal distribution for model distribution of the systems.For evaluation we passed any possible action to the network and find action that get maximum likelihood.
UEDG:Uncertainty-Edge Dual Guided Camouflage Object Detection

According to Darwinian evolutionary theory, numerous species in the wild have developed remarkable adaptive mechanisms, involving pattern rearrangement and environmental assimilation, to evade predators. These obfuscation strategies pose significant challenges for both individuals and algorithms when performing the Camouflage Object Detection (COD) task in complex and intricate scenarios. Inspired by human strategies in the COD task, which involve assigning uncertainties to the entire input and then focusing on highly uncertain areas with the aid of prior knowledge such as boundary information, we propose the Uncertainty-Edge Dual Guide (UEDG) architecture. UEDG effectively combines probabilistic-derived uncertainty and deterministic-derived edge information to accurately detect concealed objects. The architecture consists of two independent branches dedicated to uncertainty reasoning and edge inference, which are subsequently integrated into a feature fusion module utilizing recursion feedback and feature-reuse techniques. This novel COD framework leverages the benefits of Bayesian learning and convolution-based learning, resulting in a powerful multi-task guided approach. Extensive experiments conducted on four widely employed datasets demonstrate the superior performance of UEDG compared to 12 state-of-the-art approaches, while maintaining an acceptable level of computational complexity. Overall, UEDG presents a promising solution for addressing the challenges of COD in complex environments by combining evolutionary-inspired strategies with advanced computer vision techniques. The code will be available at: <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://github.com/lyu-yx/UEDG.git</uri>
Educational system in Pakistan and its challenges

This research article drafts research review of education in Pakistan, especially focusing on the challenges education in Pakistan has to face in modern World. There is more than 80 057 private institution and more than 180 846 government institutions taking certain part in education in Pakistan. What challenges they have to face? What challenges have to be faced by students?
The teaching of Robotics to prospective teachers and its application in the classroom

Research activities are one of the most successful strategies to apply STEM education in complete secondary education. It is carried out by the completion of specific tasks. The professional activity of teachers of science and mathematical disciplines in STEM education is targeted at the formation and development of students' mental, cognitive, and personal qualities. Their level impacts students' ability to advance in a successful specialty STEM industry. It also entails developing the skill and willingness to tackle complicated problems, which is attainable with the proper amount of critical thinking, creativity, cognitive flexibility, teamwork, and the ability to carry out research activities. The nature of the interaction between disciplines and the degree of integration are determined in this article. The place of project activity on robotics in school training is explored, and it defines the skills that are produced as a result of such project activities. The prospect of teaching robotics to future teachers within the context of existing curricula is also examined. STEM education can be defined in a variety of ways, ranging from a straightforward list of "exact" or "engineering" subjects to creative activity. This field has become synonymous with scientific and research work: research and experiments. In this regard, robotics is an effective technique of developing STEM education. The findings revealed that prospective instructors were mostly able to include robots into STEM-based science teaching. Furthermore, prospective teachers proposed that robots be introduced into all classes, particularly science, in order to improve students' problem-solving and algorithmic thinking skills. However, this is a novel instrument, and schools have shown little interest in researching it. As a result, our paper focuses on identifying chances to incorporate the fundamentals of robotics in education. The article developed course standards based on the educational needs of future science, mathematics, and engineering teachers. The study provides an example of project implementation in robotics, describes the stages of execution together with the educational outcomes.
PENGARUH MODEL THINK TALK WRITE TERHADAP KEMAMPUAN MENULIS KEMBALI TEKS BIOGRAFI SISWA KELAS X SMAN 1 KOTO XI TARUSAN

This study aims to reveal the effect of the Think Talk Write Model on the Ability to Rewrite Biographical Texts of Class X Students of SMA Negeri 1 Koto XI Tarusan. This type of research is pre-experimental, with a one-group pretest-posttest design. The sample class studied was one class without a comparison class which was taken through a purposive sampling technique. The sample class in this study was class X MIPA 4. The research instrument used was to rewrite pretest and posttest biographical texts. The results showed that the ability to rewrite biographical texts for class X students of SMA Negeri 1 Koto XI Tarusan increased before and after using the Think Talk Write model. The average value of the posttest results for the sample class is greater than the average pretest results, namely 71.76 for the posttest and 27.25 for the pretest. Using the results obtained from the posttests on the Ability to Rewrite Biographical Texts of Class X Students at SMA Negeri 1 Koto XI Tarusan, it was concluded that the students were capable of rewriting biographical texts after using the Think Talk Write Model.
DUOLINGO: AN ENCHANTING APPLICATION TO LEARN ENGLISH FOR COLLEGE STUDENTS

Technology in learning is increasingly used as a medium, especially in learning English. This rapid development has also significantly impacted the gamification concept, which has begun to penetrate digitally. Duolingo, the game-based world's wildly popular language-learning app, is one of those impacts. This paper aims to find out the use of Duolingo in learning English by college students. The method of this study is qualitative, with a questionnaire as the instrument to collect the data. The participants are students from several universities in Indonesia. The study reveals that, Duolingo is considered an application that greatly supports college students in learning English and is an application that has effective innovation amid the rapid development of technology.
current trends of library automation Academic library in Bangladesh

This research focuses on current trends of library automation in Rajshahi University Central Library. This research try to find out RUCL various work sections and services present status. The work is confined on one university library in Bangladesh. It try to investigate on different aspects and function. Finally the work find out some problems and suggestions on rajshahi university central library automation system. This study provides a bird’s eye on automation system rajshahi university central library view but don’t give a total idea on library automation system in Bangladesh
Online Gaming Frequency and Student's Academic Performance in the Kathmandu Valley

Background: Digital technology has made a big difference in the lives of younger people, especially students. They socialize through mobile and internet interaction. College-level students spend too much time playing online games to interact with others. Objective: The study examines the relationship and impact of online gaming on students' academic performance in the Kathmandu Valley. Design/methodology/Approach: The study has adopted descriptive and causal research designs to deal with the various issues raised in this study. Respondents were BBA-level students in the Kathmandu Valley. We selected four hundred respondents through a purposive sampling technique. Primary data was the main source of information. It was quantitative. The study used a well-structured survey questionnaire to collect the data. We analyzed the data using mean, median, standard deviation, variance, correlation, and regression analysis. Findings: The analysis indicates that the frequency of online gaming has a certain impact on students' academic performances, although this impact is relatively minor. Moreover, the data reveal that online gaming does affect academic performance in terms of gender. Conclusion: Concerned institutions need to organize awareness programs to inform of the positive and negative impacts of online gaming frequency to students, parents, and teachers. Teachers can use only educational games to get students involved in the classroom because game apps related to course books are made to test a person's ability to think critically and analyze information so that students can solve more complicated problems. Future researchers can study other factors that affect students’ academic performance with a larger sample size and from a wide area using quantitative data to address the research problem.
The Challenges of Spoken English Fluency among EFL Learners in Saudi Universities

This study aims to investigate the problems and challenges which is usually experienced by English learner's students in the Saudi universities when trying to speak English. It also checks at the problems that students face when learning English language in Saudi universities and try to find remedies to this problem. The research uses a questionnaire, interviews, and descriptive methods in the collection of data about fluency in English language in universities in KSU as an example. The data was then statistically analyzed using the SPSS program. The results showed that there are various problems which hinder fluency of English learning in the universities and among them include: under-qualified teachers, unsuitable teaching materials and the methods used in teaching are also poor. The other problem is the psychological factor which makes student lack motivation while learning English. The study also contains ways in which these problems can be handled to bring efficiency in learning and teaching English in Saudi universities.