Reviewerly/exHarmony huggingface dataset:
Penguatan Kompetensi Pedagogik Guru Bahasa Inggris Dalam Meningkatkan Kualitas Pembelajaran Di MAN 3 Kabupaten Tasikmalaya

This study aims to determine the implementation of pedagogic competencies in teaching and learning activities, the obstacles faced by educators in teaching and learning activities and the efforts made by educators to deal with these obstacles. This study uses a descriptive method with a qualitative approach. Qualitative research by exploring how the pedagogical competence of English teachers improves the quality of learning at MAN 3 Tasikmalaya. This study went through a research process in the form of reduction, data presentation, drawing conclusions and triangulation. The results of the study revealed that the educators had not fully mastered the characteristics of students both in terms of intellectual, emotional, physical, spiritual and moral. They are also not optimal in terms of group discussions and the use of educational media, but in the areas of academic potential analysis, effective learning and lesson planning the teacher have done well. Obstacles were also described in this study such as the lack of facilities and infrastructure that support the process of teaching and learning activities, the lack of reference book sources provided by the government, the lack of training or training held, the lack of motivation of students in learning English activities, especially in vocabulary and the understanding of educators is still low on the mastery of information technology that can support learning activities. This study also reveals efforts to overcome obstacles such as trying to maximize existing facilities and infrastructure, looking for other learning resources to add references to learning materials, trying to attend seminars or workshops organized by non-government, trying to motivate students to be more enthusiastic about participating English learning activities and continue learning to upgrade yourself to improve skills in information technology to support English learning activities. Although this research is quite detailed, qualitative research does not reach many parties due to the limited number of respondents.
Analisis Kebutuhan Pengembangan Media Pembelajaran Flipbook Pada Pembelajaran IPA Untuk Siswa Kelas V Sekolah Dasar

Learning media is something that acts as an intermediary between the provider of information (teachers) to the recipients of information (students) with the aim of providing a stimulus to students so that they are motivated and can follow the learning process as a whole and meaningfully. Flipbook media is a combination of text, animation, sound, video, and so on. Flipbook in accordance with current curriculum developments. This is due to the emphasis on science lessons on modern pedagogic dimensions in learning. This study aims to describe the use of flipbooks in science learning using the PBL model with the SETS approach. This type of research includes qualitative descriptive research. The use of appropriate learning media, models and approaches can optimize students' understanding in learning. The research results of learning objectives can be achieved because it is supported by the use of learning media. In order for learning to run effectively and efficiently, the selection of learning media must be arranged appropriately and in accordance with the needs of students so that learning objectives can be achieved.
Improving Students’s Reading Comprehension Through Group Discussion Technique

The purpose of this study is to determine whether or not the group discussion technique improves students' reading comprehension. This study employs a pre-experimental design with a single group pre-test and post-test. This research was carried out at SMA Negeri 1, Ratahan Timur. This study's sample of 25 first-grade students consisted of 25 students. The data were obtained from the pre- and post-tests and given to the students. The results show that two students received a score of 4, five students received a score of 5, seven students received a score of 6, seven students received a score of 7, and four students received a score of 8. One student received a score of 6, two students received a score of 7, five students received a score of 8, and eight students received a score of 10. The students' post-test scores were higher than their pre-test scores, indicating that the group discussion technique was effective in teaching reading comprehension. &#x0D;
PRIDE AND DIGNITY OF ADOLPHUS SIMPSON AS REVEALED IN POE’S THE SPECTACLES

This research presents a description of the character and personality of Simpson in "The Spectacles." In conducting this research, the writer used qualitative research, in which the data are collected in the form of words and the writer is the key instrument. The data were collected from the short story, which was the primary source. The other books concerning theory, critics, statements, and notes on literature are secondary sources. The writer uses an objective approach in analyzing the data. The result shows that Simpson is pictured as a young, handsome, and romantic man, but he also has a real problem with his eyes. The traits of Simpson that appear most strikingly in the story are pride and dignity. Spectacles or glasses are a symbol of Simpson’s weakness. Furthermore, his spectacles are what make him dignified and proud. Simpson appears dignified and proud, but he could actually be a coward. Actually, he only cares about outward appearance. The sense of both dignity and pride is, of course, honorable. But in the short story, The Spectacles, the sense of dignity and pride is the weakness of one’s moral value. Outward appearances such as beauty, handsomeness, luxury wears or expensive dresses, wealth, a successful career, a famous reputation, high class or top rank in society, and a degree or academic title all portray pride and dignity. But in the short story, The Spectacles, Simpson displays misplaced pride and dignity. Madame Lalande is a wise and intelligent old lady. She remembers her wise mother and grandmother the most. &#x0D; &#x0D;
IMPROVING STUDENTS’ SPEAKING ABILITY THROUGH ROLE PLAY AND PICTURE AND PICTURE AT SMP NEGERI 1 RATAHAN

The purpose of this research is to prove whether role play and picture-in-picture are effective or not in improving students’ speaking abilities at SMP Negeri 1 Ratahan. This research is classified as "classroom action research" because it was conducted in a cycle. The second-grade students were taken as a sample consisting of 20 students. The writer used a reflective journal, field notes, and tests in collecting data. The data were analyzed in a way that triangulates the data sources. It compared the data obtained from reflexive journals, field notes, and tests. This was intended to get a general description of the students' progress. The triangulation was interpreted to get the result of the research. The findings of this study revealed that by using role play in Cycle 1, only a small number of students improved their speaking competency, with a mean score of 5. By applying picture and picture in Cycle 2, more students were able to speak, with a mean score of 6. The result was classified as moderate. Through the combination of role play and picture-and-picture in Cycle 3, most of the students made great progress, with a mean score of 8, and it was categorized as good.&#x0D;
On the Initialization Problem for Timed-Elastic Bands

Path planning is an important part of navigation for mobile robots. Several approaches have been proposed in the literature based on a discretisation of the map, including A*, Theta*, and RRT*. While these approaches have been widely adopted also in real applications, they tend to generate non-smooth paths, which can be difficult to follow, based on the kinematic and dynamic constraints of the robot. Time-Elastic-Bands (TEB) have also been used in the literature, to deform an original path in real-time to produce a smoother path, and to handle potential local changes in the environment, such as the detection of an unknown obstacle. This work analyses the effects on the overall path for different choices of initial paths fed to TEB. In particular, the produced paths are compared in terms of total distance, curvature, and variation in the desired heading. The optimised version of the solution produced by Theta* shows the highest performance among the considered methods and metrics, and we show that it can be successfully followed by an autonomous bicycle.
Sketching the changing patterns in kaleidoscopes: New developments in corpus-based studies of translation features (2001–2021)

Corpus-based Translation Studies (CTS) have developed and advanced substantially since its emergence in the 1990s. This article provides an overview of the evolution of CTS from 2001 to 2021, identifying new challenges and research opportunities. The evolution of CTS is presented into two stages: the establishment of the subject matter and the expansion of research, respectively. We argue that CTS may enter the stage when the traditional specialties, such as using corpora in contrastive linguistics and translation, continue to advance, while a variety of new research points emerge and expand. After outlining current problems and unresolved issues, the analysis presents newly emerged research areas, assumptions, perspectives, and cross-fertilization with neighboring disciplines as the new developments in CTS. Four possible trends in CTS are framed and presented accordingly. The analysis highlights the significant advancements made in CTS over the past two decades and provides a valuable resource for researchers and practitioners interested in understanding the current state of CTS, and the directions it may take in the future.
Compilation Semantics for a Programming Language with Versions

Abstract Programming with versions is a paradigm that allows a program to use multiple versions of a module so that the programmer can selectively use functions from both older and newer versions of a single module. Previous work formalized $$\lambda _{\textrm{VL}}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"> <mml:msub> <mml:mi>λ</mml:mi> <mml:mtext>VL</mml:mtext> </mml:msub> </mml:math> , a core calculus for programming with versions, but it has not been integrated into practical programming languages. In this paper, we propose VL, a Haskell-subset surface language for $$\lambda _{\textrm{VL}}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"> <mml:msub> <mml:mi>λ</mml:mi> <mml:mtext>VL</mml:mtext> </mml:msub> </mml:math> along with its compilation method. We formally describe the core part of the VL compiler, which translates from the surface language to the core language by leveraging Girard’s translation, soundly infers the consistent version of expressions along with their types, and generates a multi-version interface by bundling specific-version interfaces. We conduct a case study to show how VL supports practical software evolution scenarios and discuss the method’s scalability.
A Diamond Machine for Strong Evaluation

Abstract machines for strong evaluation of the $$\lambda $$ -calculus enter into arguments and have a set of transitions for backtracking out of an evaluated argument. We study a new abstract machine which avoids backtracking by splitting the run of the machine in smaller jobs, one for argument, and that jumps directly to the next job once one is finished. Usually, machines are also deterministic and implement deterministic strategies. Here we weaken this aspect and consider a light form of non-determinism, namely the diamond property, for both the machine and the strategy. For the machine, this introduces a modular management of jobs, parametric in a scheduling policy. We then show how to obtain various strategies, among which leftmost-outermost evaluation, by instantiating in different ways the scheduling policy.
The Development of TEFL Listening Materials Based on Local Wisdom Materials

Combining the indigenous values with the instruction material is away to attract student’s attention in listening course and give the local knowledge in multicultural education. The concept of the new approach is to help the teacher in teaching listening skills to build cultural competence. Therefore, it is necessary to develop a TEFL listening material model to empower the local wisdom values. The study focused on the instruction design of listening materials development based on the Muhammadiyah community values. The type of research was research-development and carried out the ADDIE type; it consisted of need analysis, design, development, implementation, and evaluation. The number of research participants =were 14 (sixteen) students at the fourth semester of the English department at Muhammadiyah University in the 2023 academic year. The research findings showed that there were six local topics being designed in listening textbook, three types of textbook activities, and the quality of the teacher’s book was 4.36, and the student’s book was 4.38. The textbook categories were valid. As a result, the valid books can be used for teaching integration model in learning process as the effort to improve student’s listening competence and to enhance student’s local wisdom knowledge.
UAV Path Planning Method Based on Improved Wolf Pack Algorithm

At present, there are more and more situations using drones to perform missions, and the working environment of drones is becoming more and more complex. Path planning has become the basic premise for the smooth completion of missions. Although the Wolf pack algorithm is fast and robust in trajectory planning, which has good results for solving problems with complex high dimensions and multiple peaks. In view of the premature convergence, the poor global optimization ability and the final result does not reach the optimal route of Wolf package algorithm (WPA), and the slow convergence of genetic algorithm, an improved trajectory planning method is proposed. First, the equivalent terrain simulation method is used to equivalent and analyze the terrain obstacles in the working environment with the mountains, and constructed the equivalent terrain map of the work of UAV. Planning known UAV orbit at the beginning and end positions, simulations in matlab found that the improved Wolf pack algorithm can find the shortest path with shorter time. Eventually, our simulation results are better than using the Wolf Pack Algorithm or the Genetic Algorithm.
A survey of privacy protection in distributed systems based on blockchain

In recent years, with the development of blockchain technology, the sharp increase in the amount of data and the improvement of user needs, various kinds of security problems occur frequently, and the application research on the privacy protection of blockchain in distributed systems is more and more extensive. This paper summarizes three types of distributed system privacy protection research methods based on blockchain, including privacy protection research based on lattice cryptography algorithm, privacy protection research based on homomorphic encryption algorithm and privacy protection research based on state secret algorithm.
Decision-Focused Learning for Inverse Noncooperative Games: Generalization Bounds and Convergence Analysis

Finding the equilibrium strategy of agents is one of the central problems in game theory. Perhaps equally intriguing is the inverse of the above problem: from the available finite set of actions at equilibrium, how can we learn the utilities of players competing against each other and eventually use the learned models to predict their future actions? Instead of following an estimate-then-predict approach, this work proposes a decision-focused learning (DFL) method that directly learns the utility function to improve prediction accuracy. The game's equilibrium is represented as a layer and integrated into an end-to-end optimization framework. We discuss the statistical bounds of covering numbers for the set of solution functions corresponding to the solution of a generic parametric variational inequality. Also, we establish the generalization bound for the set of solution functions with respect to the smooth loss function with an improved rate. Moreover, we proposed an algorithm based on the iterative differentiation strategy to forward and backpropagate through the equilibrium layer. The convergence analysis of the proposed algorithm is established. Finally, We numerically validate the proposed framework in the utility learning problem among the agents whose utility functions are approximated by partially input convex neural networks (PICNN).
Raycasting

Raycasting is a critical concept in game development, particularly in creating intricate, interactive environments. In Roblox, using Lua allows developers to create and manipulate rays, which are straight lines that extend indefinitely in a specific direction. These rays can detect collisions or intersections with physical objects within the virtual world, enabling applications such as character line of sight, shooting mechanics, or even pathfinding. Utilizing the Roblox engine's built-in workspace:Raycast() function, developers can efficiently work with rays to create complex and responsive gameplay elements. The following chapter will delve into the principles of raycasting in Roblox, exploring the Lua syntax and providing practical examples to illustrate the power and versatility of raycasting in a gaming context.
Functions and Events

Functions and Events are the twin pillars within Roblox Lua scripting that empower you to breathe life into your game experiences, orchestrating a symphony of actions and reactions that captivate players. Functions are crucial in enabling developers to create specific actions that can be executed whenever needed. On the other hand, events facilitate communication and interaction between different elements in the game experience. By triggering responses based on user actions or system events, events contribute to the dynamic and ever-changing nature of Roblox experiences. In this chapter, we will deeply dive into Functions and Events using Roblox Lua.
Maximum Likelihood Estimation Under Finite Mixture Models

Chapter 3 centers our attention on finite mixture models. Within this framework, we establish that the consistent results achieved with the maximum likelihood estimator for nonparametric mixture models remain predominantly unchanged. We offer detailed insights into the specifics of finite mixture models, presenting specific examples that highlight cases where the maximum likelihood estimator demonstrates consistency and those where it does not.
IMPROVING STUDENTS’ VOCABULARY THROUGH DISPLAY TABLE GAME

The purpose of this research is to prove whether display table games are effective or not in improving students’ vocabulary at SMP Negeri 1 Ratahan. This study is quantitative, with a pre-experimental design and a one-group pretest and post-test design. An objective test was used to collect data for this study. The findings of this study revealed that students' post-test scores were higher than their pre-test scores. The mean of the post-test was 73, while the mean of the pre-test was 61.5. It means that using display table games in teaching vocabulary is effective in increasing students’ vocabulary.&#x0D; &#x0D;
DEVELOPING CROSS CULTURAL UNDERSTANDING MATERIALS BASED ON PROBLEM SOLVING SKILLS IN ENGLISH DEPARTMENT OF PNM

This research was aimed to develop CCU materials for students of English Department. This materials was hoped could support students needs and it cound be link and match with workforce and industry. So that the students can get the benefits maximally especially in understanding intercultural communication and communication skills in Cross Cultural Understanding course. This research applied research and development as explained by Thiagarajan (1974). He defined that Research and Development was a research method which use 4D models those are Define, Design, Develop and Disseminate. The research showed that in the define stage it was counducted need analysis towards 29 students by sharing questionnaires to know the indicator of learning objectives based on learning outcome. In the design stage, the CCU materials contains 10 chapters, 170 pages. The next stage was development, it was aimed to produce a textbook which was based on students need and by using problem solving skills. There were two steps namely expert validation or judgement and product testing. After conducting the limited test and implementation of the product, then we come to the last stages that is disseminates. In this stage, researcher disseminate the product to the users of the textbook. Before that there were some steps which had been done, first contacting the publisher of the book to get ISBN. Then the second one was after getting ISBN the textbook was ready to be copied and shares to the users.&#x0D;
COVID-19 Sentiment Analysis using K-Means and DBSCAN

The analysis of sentiment towards COVID-19 plays a crucial role in understanding public opinion. This research paper proposes sentiment analysis using K-means and DBSCAN clustering algorithms on the dataset of tweets related to COVID-19. Pre-processing and extraction of features is carried out using Term Frequency-Inverse Document Frequency (Tf-idf) to capture the weight of words in the dataset. K-means clustering is explored to group similar sentiments together, enabling the identification of sentiment clusters related to COVID-19. The DBSCAN algorithm is then employed to identify outliers and noise in the sentiment clusters. The evaluation metrics considered were accuracy, recall, F1-score, and precision. It was observed that DBSCAN was more effective in identifying underlying patterns in the data more accurately.
Machine Learning based Network Packet Classification

Network packet classification plays an important role in modern networks irrespective of host or network-based classification, serving as the foundation for efficient routing, malicious activity detection, and security enforcement. With the continuous growth of network traffic volume and complexity, traditional static rule-based classification methods have faced difficulties in scalability and adaptability. As a solution, the study decided to enforce machine learning techniques to tackle these challenges effectively. This study presents an extensive and original review of machine learning- based approaches for network packet classification. The smart Intrusion Detection System framework with network packet classification evolution looks forward to designing and deploying security systems that use various parameters for analysing current and dynamic traffic trends and are highly time-efficient in predicting intrusions. Various machine learning algorithms commonly employed in packet classification, such as decision trees, support vector machines, and neural networks are analysed and their merits and demerits are compared with their behaviour and accuracy percentage in this study. machine learning-based techniques offer an efficient and accurate network packet classification for the protection of the systems when compared to the conventional methods of packet classification. By leveraging the power of machine learning algorithms and intelligent feature selection, network administrators and Security Operation Center (SOC) analyst can enhance network performance, improve security, and the robustness of the log generated in the network.