Reviewerly/exHarmony huggingface dataset:
PENGURUSAN SURAT MODEL HIBRID: PEMANFAATAN APLIKASI E-SURAT DALAM PENGURUSAN DI DINAS KEARSIPAN DAN PERPUSTAKAAN PROVINSI JAWA TENGAH

This article examines the hybrid model of mail handling carried out by the Archives and Libraries of Central Java Province. Management using the e-Surat application was developed to facilitate the management and distribution of incoming and outgoing mail, besides that there is also a reference for uniformity in managing incoming and outgoing mail automatically. Despite utilizing the e-Surat application in mail handling. Dinarpus Central Java still carries out conventional mail management activities such as receiving, checking, disposing and signatures. Analytical descriptive method is used in describing the object being studied. Data collection used three methods, namely, participatory observation, interviews and literature study. Participatory observation was carried out through direct observation and practice of letter handling activities at Dinarpus Central Java. Interviews aim to obtain information through sources who are directly involved in mail handling activities using the e-Surat application. Literature study is a technique of collecting data from various library materials to strengthen the analysis and exposure conducted by the author. The use of e-Surat applications in management activities at Dinarpus Central Java is a hybrid model of letter management that combines electronic and conventional letter management. The e-Mail application has a significant impact on the smooth running of mail management activities, both in handling incoming and outgoing mail. This shows that the features contained in the e-Surat application have not been fully used because they are still constrained by regulations on the development stage being carried out by Dinarpus Central Java.
Chatbot for Information Retrieval from Unstructured Natural Language Documents

This thesis brings forward the development of a chatbot which retrieves information from a data source consisting of unstructured natural language text. This project was made in collaboration with ...
Navigating in Numerous Video Data: User Interface Design for an On-Camera Video Analytics Engine

Video analytics powered by artifi cial intelligence shows high promise in making our society smarter.Harnessing large amounts of video data, however, requires the development of processing systems demonstrating high performance and high effi ciency.To this end, this work has contributed to a video analytics system powered by artifi cial intelligence for object detection and recognition.Rather than streaming all the video frames to the cloud, the system analyzes images on-camera and only returns those of interest to the cloud.This edge analytics research-grade software is available, but it lacks a simple web interface for general use by scientists, engineers, and other experts.To make the system versatile and user-friendly, a web interface was developed for receiving user queries (including parameters such as camera geolocations, video time span, and object class of interest) and presenting the query results.This web interface will make our video analytics system more accessible to domain experts (those in law enforcement, health care, environmental monitoring, etc.).
The Utilization of Digital Books by Ministry of Education and Culture for Improving Children’s Literacy

Nowadays, digitalization is such a popular thing in professional and academic life.Ministry of Education and Culture take the advantages of this phenomenon by creating digital based education method.This method provides many features, one of that is digital book.This research identifies the utilization of digital books by Ministry of Education and Culture for improving children's literacy.Digital books are one of the features of "Rumah Belajar" application made by Ministry of Education and Culture.Digital books utilization could help many ones, such as teachers in school.This research use qualitative approach with published documents and interview with user of "Rumah Belajar" as data.The results of this study show numbers of benefits that's provided by this digital book.Teachers use digital books of "Rumah Belajar" for teaching in class.Thus, digital books of "Rumah Belajar" can improve children's literacy through the benefits it provides.
Research on Online Detection Method of E-commerce False Comments Based on LBP

With the rapid rise of e-commerce platforms, how to dig out false comments quickly and efficiently has become an urgent problem to be solved.This paper innovatively proposes a practical and effective online detection model for false reviews.Different from the previous offline detection methods, this model uses a sliding time window mechanism to realize the function of real-time monitoring and can dig out the relevant information of false comments in a short time.By extracting the review data in each time window, the measurement method of review similarity is defined, so that the relationship between reviews is quantified and the related review graph is established.Then the comment node is associated with random variables, and the comment graph is modeled as a Markov random field to generate the false comment online detection algorithm.The experimental results show that the accuracy rate and recall rate of the algorithm proposed in this paper have been improved.
Hy-Game (Honesty Game) As An Anti-Corruption Learning Media For Children

Corruption is an act that is not commendable because it can harm yourself and others, according to the Corruption Eradication Commission in Indonesia in 2018 experienced a decline of 29.8 percent from 38.2 percent. Despite the decline we still have to prevent corruption in order to make the Indonesian state better. To prevent corruption, we can apply anti-corruption cultural values ​​in our daily lives, including the values ​​of honesty, fairness, courage, simple living, responsibility, discipline, hard work, saving and being independent. We can apply these values ​​as a reference in carrying out daily activities so that the work we do is beneficial and blessing, in addition to applying these values, we can make a preventive effort on the culture of corruption to children as future generations by utilizing technology In today's modern era, we have been facilitated by technological sophistication to carry out activities so that we can use them for positive things by developing an anti-corruption game that is integrated with gadgets so that through this media can prevent a culture of corruption for generations to come.
How can a State interfere with an expression that constitute hate speech under Article 10(2) of the European Convention of Human Rights

How can a State interfere with an expression that constitute hate speech under Article 10(2) of the European Convention of Human Rights?
Scalability of push and pull based event notification : A comparison between webhooks and polling

Today’s web applications make extensive use of APIs between server and client, or server to server in order to provide new information in the form of events. The question was whether the different ...
UPAYA MENIGKATKAN HASIL BELAJAR MENGANALISIS DATA BERDASARKAN DISTRIBUSI DATA, RATA-RATA, MEDIAN DAN MODUS UNTUK MENGAMBIL SIMPULAN MELALUI METODE JIGSAW

This study aims to improve learning outcomes of analyzing data based on data distribution, average, median, and mode for drawing conclusions through the jigsaw method in class VIII G Semester 2 students of SMP Negeri 1 Sukoharjo 2019/2020 Academic Year. The research method uses Classroom Action Research conducted in two cycles each cycle consisting of two meetings, with four stages of research: planning, implementing, observing and reflecting. The subjects of this study were students of class VIII G semester 2 of SMP Negeri 1 Sukoharjo in the 2019/2020 school year. With a total of 32 students. Data collection techniques used were observation, interviews, tests, and documentation. Analysis of the data used in this study is a qualitative descriptive analysis. The results of this study are improving learning outcomes of analyzing data based on data distribution, averages, medians, and modes for drawing conclusions. This is evidenced by the increase in student learning outcomes in the first cycle of students who managed to get a KKM score, increased from 16 students or 50% to 22 students or 68.75% or there was an increase of 18.75% compared to the initial conditions. While in the second cycle increased to 27 students who scored above KKM or 84.38% or there was an increase of 15.62% from the previous. Based on the results of this study it can be concluded that the application of the jigsaw method can improve learning outcomes of analyzing data based on data distribution, average, median, and mode for drawing conclusions in class VIII G students of Semester 2 SMP Negeri 1 Sukoharjo in 2019/2020 Academic Year.
KREATIFITAS GURU MENGGUNAKAN MEDIA PEMBELAJARAN TEMATIK KELAS V SDN 065854 KECAMATAN MEDAN HELVETIA KOTA MEDAN

ABSTRACT&#x0D; The purpose of this study was to see the extent to which Teacher Creativity Using Thematic Learning Media Grade V SDN 065854 Medan Helvetia District Medan City. The subject of this research is the teacher and the method of this research is the analysis with the data collection techniques are observation, observation and documentation, Media in thematic learning is a means for teachers to deliver subject matter to students. Without the media of teaching and learning seem monotonous which causes students to feel bored so that the creativity of teachers is needed in the use of media. The purpose of this study is the author wants to explain about the creativity of teachers in the use of media in thematic learning in grade V SDN 065854 Medan Helvetia District, Medan City, data collection methods used are observation, interviews, and documentation. The results showed that the creativity of teachers in the use of instructional media in grade V SDN 065854 Medan Helvetia District, Medan City, included creativity in planning, developing, using, and evaluating learning media. Planning is an activity of the teacher choosing and studying the media. In the process of developing and using the media the teacher engages students in it. Media evaluation is done by evaluating the media itself, observing student behavior, and assigning or giving questions.&#x0D; Keywords: Teacher Creativity, Media, Thematic Learning, Elementary School.
Effects of Daily Activities on Academic Performance of Applied Science University Students

Sleeping is a herbal repetitive nation of relaxation for the thoughts and frame that's important to life. Sufficient sleep is extraordinarily crucial for one’s intellectual and bodily fitness. But sleep loss is a tremendous trouble in present day society Our major cause of this study is to evaluate the consequences of numerous each day sports in particular sleep styles and the frequency of day-time sleepiness on the educational overall performance of the scholars of Applied Science Private University (ASU). A questionnaire became administered to the scholars of ASU from the primary first year to the 5th yr. The Most Effective Factor On The GPA of ASU Student Is the Mental Factor. This have a look at became designed to inspire college students to searching for healthier sleep habits, through the use of instructional fulfillment as indicator. So we want to recognize the function of sleep and ought to take good enough sleep of 6-eight hours consistent with day for fitness and wellbeing.
Hierarchical Gaussian Process Modeling and Estimation of State-action Transition Dynamics in Breast Cancer

Breast cancer is the most prevalent type of cancer in the US. Available treatments, including mastectomy, radiation, and chemotherapy, vary in curability, cost, and mortality probability of patients. This research aims at tracking the result of post-treatment for evidence-based decision making in breast cancer. Based on available big data, we implemented conditional probability to estimate multi-age transition probability matrices to predict the progression of disease conditions. The patient state is defined based on patients' age, cancer stage, and treatment history. To tackle the incomplete data in the matrix, we design a novel Hierarchical Gaussian Distribution (HGP) to estimate the missing part of the table. The HGP model leads to the lowest Root Mean Square Error (RMSE), which is 35% lower than the Gaussian Process and 40% lower than Linear Regression. Results of transition probability estimation show that the chance of survival within a year for 40 to 50 years old patient with the distant stage of cancer is 96.5%, which is higher than even younger age groups.
RESPONSIBILITY FOR THE SALES OF FAKE STAMPS ON TOKOPEDIA'S DIGITAL MARKETPLACE PLATFORM

Today the internet has dramatically influenced business behavior by offering the opportunity to sell products of daily necessities directly to customers. In its development, the use of this technology sometimes tends to lead to negative things as well. One of them is the factual case of selling fake stamps on the Tokopedia digital platform. Based on this background, this research will discuss; First, regarding the legal qualifications of selling fake stamps on the Tokopedia digital platform. Second, related to the responsibilities of sellers and platforms regarding the sale of fake stamps on the Tokopedia digital marketplace. Both are based on the ITE Law and the Stamp Duty Law. This study used a normative juridical approach based on a law that is conceptualized as a rule or norm that becomes the benchmark for human behavior. The research specification used is descriptive analysis research specification. The data used is in the form of secondary data by reviewing literature and laws and regulations related to the sale of fake stamps and their correlation with the law of information technology and electronic transactions and stamp duty. By offering fake stamps on marketplace platforms, merchants, and e-commerce providers, namely the marketplace platform, are in effect breaking the law. Through the existing criminal law provisions, the seller/perpetrator must be held accountable for his mistake in accordance with the applicable sanctions. From the platform side, the various obligations that Tokopedia does not carry out in buying and selling activities cause problems, including the circulation of illegal goods on the platform, so that Tokopedia is obliged to be responsible.Keywords: E-Commerce; Platform; Information and communication technology; Stamp Duty.
MICE: a middleware layer for MT.

The MICE project (2018-2020) will deliver a middleware layer for improving the output quality of the eTranslation system of EC’s Connecting Europe Facility through additional services, such as domain adaptation and named entity recognition. It will also deliver a user portal, allowing for human post-editing.
Monitoring The Learning Process at SMK Kesatrian Through Kana Buso Application

The research aims to produce applications that can analyze the quality of the questions, know the statistics of student grades, and determine the appropriateness of the items to be tested for the subjects of network system administration competence in Computer Network Engineering Class XI Vocational School Kesatrian. Research and development. The development model in this study uses the Analysis-Design-Development-Implementation-Evaluation (ADDIE) Model. With the stages of development, ranging from analysis, planning, development, implementation, and evaluation. The application is developed based on the website. This research resulted in the form of question items named Kana Buso Application, which is suitable as a medium for determining the quality of questions. This application is useful to make it easier for teachers to assess the quality of the items that will be given to students. Based on the test results, it can be concluded that the use of this application can also minimize student cheating in working on exam questions because the questions issued are random.
A Different Approach to Stop-Motion: Digitally Animated, Low Poly, 3D Paper Models, With Animated Textures

Stop-motion animation (SMA) is commonly associated with miniaturizations positioned frame-by-frame to create motion. I propose a new process, synthesizing digital 2D animation, digital 3D animation, and paper Modeling with components of traditional SMA. This technique allows artists to design their animations digitally, yet actualize them physically. A case study was done on an animated pumpkin character. Using this technique, artwork is drawn and colored digitally in Illustrator. All moving parts of the face are assigned to individual layers, then imported into After Effects, where individual layers are then key-framed to create a cyclical animation of the facial expressions. This series of images is used as an animated texture on a 3D polygon. The animation adds emotion while timing of the cycle allows facial animation to be used as overlapping action on the 3D Polygon. One key to my experimental process is to achieve optimal form without creating a complex polygon model. Low polygon spherical models are created in Maya and additional extrusions are added for character enhancement. A simple rig is inserted inside the polygon for bend and squash control. Each frame of the animated polygon is then exported from Maya and imported into Pepakura Designer 4 (used to unfold the polygon into a flattened 2D shape). For my case study, I chose to create a 17-frame looped animation using this rig. The digital format transitions to physical as pieces of the polygon are laid flat with cut lines, score lines and tabs for gluing added. Each flattened polygon is printed on 160lb card stock using a Mimaki UV Jfx200 flatbed printer. An Epilog Fusion 75-watt laser cutter is used to cut the 2D shapes, which were then folded to create a physical form. The final steps include traditional SMA techniques, creating a final project that was imagined in the digital realm but actualized in the physical realm. This technique case study has set the stage for a project larger in scale, with more complex polygon arrangements. Plans are in the works for a full-scale humanoid walk cycle.
Blockchain in Audit and Accounting

Artificial intelligence currently represents one of the fastest growing fields. Due to its innovative character, this field is constantly changing, with the biggest companies investing enormous amounts of capital to achieve wide use of artificial intelligence in audit and accounting. One of the trending artificial intelligence technologies is blockchain. The main goal of the paper is to analyse blockchain technology and its implications in audit, as well as to evaluate smart contracts and smart audit procedures. Even though blockchain has been mostly associated with digital currencies such as Bitcoin, it is extremely suitable in areas where transferring value of assets between parties is complicated and expensive, often requiring various central authorities. Therefore, financial services, including audit, might benefit from blockchain to a great extent. The essential results of the paper include overview of audit tasks that will be changed by blockchain in the nearest future. Blockchain changes the way audit evidence is gathered and used, as well as confirmations of outstanding receivables and payables. Sampling, currently widely used audit tool, will most likely be eliminated due to blockchain’s ability to provide real-time verification of all transactions. Furthermore, all the aspects of blockchain contribute to creating a new generation of auditing, based on continuous assurance. Finally, the practical result of this paper is a summary of the Big4 companies latest developed artificial intelligence tools and innovations in the field of blockchain.
EDUKASI PANGAN SUMBER PROTEIN BAGI ANAK DENGAN MEDIA PERMAINAN MONOPOLI

Integrative thematic learning requires teachers create an atmosphere of active and innovative learning. The objectives of this study include; (1) making monopolies game media as a source of learning on the theme of my healthy and nutritious food about protein food sources, (2) knowing the effectiveness of the media and the influence of cognitive, affective aspects, and (3) knowing students' responses to monopoly game media developed. The development of monopoly media uses the ADDIE model (analysis, design, development, implementation, and evaluation). Data collection uses observation, written test and questionnaire. Sources of data collected in the form of quantitative data which is then analyzed descriptively. Techniques of data analysis using different T-test. The results showed that the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) that was used in the process of developing a monopoly game media for protein food sources included game media, the material presented, and overall learning tools obtained excellent results. . In addition, there was an increase in the aspects of cognitive abilities of students with an average value obtained that is 84 of the average value obtained before the application of monopoly game media that is 51.5, aspects of the affective ability of students gained a value of 88.25% including in the criteria of very good or greatly improved, and students' responses gained a value of 88.25% included in the criteria is very good.
Organization of Museum Exhibit Information for Ubiquitous Visitors

INTRODUCTION: A wide variety and an increasing amount of exhibit information is often overwhelming for the museum ubiquitous visitors.OBJECTIVES: In this work, we propose the organization of museum exhibit information to mitigate the information overloading problem of the ubiquitous visitors.METHODS: The Introductory Attributes (IA), Functional/Behavioral Attributes (F/BA), and Descriptive Attributes (DA) which broadly characterize the museum exhibit information are organized as essential and further as elaborated information at the levels of school kids, college students, and professionals ubiquitous visitors.RESULTS: The results show that the museum exhibit information organization time and the size of the organized information increases with the increase in the understanding levels of the ubiquitous visitors.CONCLUSION: The organization of Swami Vivekananda exhibit information indicates an example of catering information for the individual requirements of museum ubiquitous visitors.
IMPROVING VOCABULARY MASTERY THROUGH LEARNING CIRCUIT MODEL IN THE ENGLISH SUBJECT AT THE FIFTH GRADE STUDENT

This study aims to improve students' vocabulary mastery in English subject by using the Circuit Learning Model for fifth grade students of SDN Margalaksana IV . This type of research is Classroom Action Research (CAR) which lasts for two cycles. Each cycle consists of planning, implementing, observing and evaluating actions, then reflecting. The subjects in this study were students in class IV C with a total of 27 students. The data in this study were obtained by using data collection techniques of written tests, observations, and oral tests. Based on the result of the research conducted, it showed that the pre-cycle reached an average grade of 45.8 with percentage of classical completeness of 22.2%. In cycle I, the average grade was 66.8 with the percentage of classical completeness of 55.6%. Then in cycle II, the average grade increased up to 85.4 with percentage of classical completeness of 81.5%. The conclusion of this study is that the Circuit Learning Model can improve the mastery of English vocabulary in fifth grade students at SDN Margalaksana IV Cilawu Garut.