Reviewerly/exHarmony huggingface dataset:
Performance Evaluation of a Classification Model for Oral Tumor Diagnosis

This paper extracted features from region of interest of histopathology images, formulated a classification model for diagnosis, simulated the model and evaluated the performance of the model. This is with a view to developing a histopathology image classification model for oral tumor diagnosis. The input for the classification is the oral histopathology images obtained from Obafemi Awolowo University Dental Clinic histopathology archive. The model for oral tumor diagnosis was formulated using the multilayered perceptron type of artificial neural network. Image preprocessing on the images was done using Contrast Limited Adaptive Histogram Equalization (CLAHE), features were extracted using Gray Level Confusion Matrix (GLCM). The important features were identified using Sequential Forward Selection (SFS) algorithm. The model classified oral tumor diagnosis into tive classes: Ameloblastoma, Giant Cell Lesions, Pleomorphic Adenoma, Mucoepidermoid Carcinoma and Squamous Cell Carcinoma. The performance of the model was evaluated using specificity and sensitivity. The result obtained showed that the model yielded an average accuracy of 82.14%. The sensitivity and the specificity values of Ameloblastoma were 85.71% and 89.4%, of Giant Cell Lesions were 83.33% and 94.74%, of Pleomorphic Adenoma were 75% and 95.24%, of Mucoepidermoid Carcinoma were 100% and 100%, and of Squamous Cell Carcinoma were 71.43% and 94.74% respectively. The model is capable of assisting pathologists in making consistent and accurate diagnosis. It can be considered as a second opinion to augment a pathologist&amp;rsquo;s diagnostic decision.
The Assessment of the Amount of Soil Material Deposited on the Bottom of a Dry Erosive-Denudation Valley

The work presents the results of research on erosion and landform changes of a bottom of a dry erosive-accumulation valley in Elizówka in 1958Elizówka in , 1970Elizówka in and 2016. .The changes have been examined with the use of geodetic topographic surveys techniques.The research field was a 480-metres long part of the valley bottom.The topographic surveys in 1958 and 1970 were conducted with longitudinal (parallel to the bottom of the valley) and cross (every 20 metres) sections method.In 2016 the modern measuring devices were used.All the results, together with coordinates of points and historical data were converted into GIS spatial layer.The altitude values formed the input data for interpolation of rasters showing changes of the topography in three periods.Three TIN models were also developed to distinguish erosion and accumulation zones plus the quantity of eroded and accumulated material.The valley on the majority of its length has been raised and has changed from V-shaped into U-shaped.Accumulation of the soil material led to levelling the bottom.Accumulation concentrates along a flow line, while soil washout mainly at the bottom of slopes.The thickest sediment layers were observed in the lowest part.For the whole 1958-2016 period a total of 3470 m 3 soil material has been deposited on the area of about 1.62 ha, while in the same time only 130 m 3 has been eroded (from 0.22 ha).
Fundamental of Reversible Logic

All classical logic circuits are physically irreversible, because these circuits comprise irreversible logic. With irreversible logic, all the energy transferred by the power supply is finally converted into heat. Irreversible logic does not allow traverse the state sequences in the reverse direction to gain the initial state after the end of logical computation. This chapter discusses different aspects of both irreversible and reversible logic gates.
Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur

Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.
Estimation of Variance of Normal Distribution using Ranked Set Sampling

Introduction In some biological, environmental or ecological studies, there are situations in which obtaining exact measurements of sample units are much harder than ranking them in a set of small size without referring to their precise values. In these situations, ranked set sampling (RSS), proposed by McIntyre (1952), can be regarded as an alternative to the usual simple random sampling (SRS) to draw a more representative sample from the population of interest than what is possible in SRS. To draw a ranked set sample, one first draws n simple random samples, each of size n, from the population of interest and ranks them in an increasing magnitude. The ranking process is done without measuring sample units and therefore it need not to be accurate. One then identifies the ith sample unit from the ith sample for actual quantification (for i=1, …, n). Finally, he repeats this process m times (cycle) if he/she is required to obtain a sample of size mn. Since a ranked set sample contains information from both measured sample units and their corresponding ranks, one intuitively expects that statistical inference based on RSS to be more accurate than what is possible to obtain based on SRS. This paper is concerned with problem of estimating variance of the normal distribution in RSS. Several methods of estimation of variance of the normal distribution are described and compared via a Monte Carlo simulation study. Material and methods All simulation studies in this paper have been done using R statistical software version R-3.3.1 Results and discussion In this paper, we consider estimation of the normal variance based on a ranked set sample with single (multiple) cycle(s) and propose different unbiased estimators for each case. Our simulation results indicate that the mean square error (MSE) of each estimator is decreased as the values of n or m increases while the other parameters are kept fixed. It is also found that the estimator based on combining variance estimators of within and between ranking classes has typically better performance than the others. Conclusion The following results can be obtained based on our simulation study:
Local Feature Hashing with Graph Regularized Binary Auto-encoder for Face Recognition

In recent years, learning-based hashing has gained increasing research interest in face recognition due to its encouraging storage and computational efficiency. However, learning high-quality binary codes that yield appealing recognition performance is still a challenge. In addition, since the neighborhood structure is important for discrimination, it should be taken into account to capture useful nearest neighbors. In this paper, we propose a novel and efficient graph-based hashing model, called local feature hashing with graph regularized binary auto-encoder (LFH-GRBA), to learn feature representations for face recognition. It considers the semantic neighborhood of the face data and seeks to reconstruct a face image from the learned binary codes. Specifically, the graph Laplacian is incorporated into the binary auto-encoder as a regularizer to exploit the semantical neighborhood information of the face data. To make such a model computational efficiency, a tractable alternating optimization approach is proposed to solve the objective function, yielding high-quality binary codes to well capture the neighborhood structure and provide high discrimination. Moreover, the discrete cyclic coordinate descent (DCC) method is adopted to directly learn binary codes in the Hamming space to eliminate the accumulated quantization errors. Extensive experimental results on three widely used datasets including FERET, LFW and PaSC datasets demonstrate that the proposed LFH-GRBA model outperforms most state-of-the-art face representation methods.
ANALISIS KEBUTUHAN KECEPATAN BANDWIDTH GAME ONLINE (Free fire, Mobile Legends, Pubg mobile)

Online Game users continue to grow from year to year and therefore internet service providers (ISPs) must provide stable and fast internet quality. The Bandwidth requirements of online Games must be supported by internet networks that support the speed and stability of the internet connection. When using online Games sometimes the connection is bad, so it makes a condition called lagging. Then make the online Game avatars do not move or the traffic is stuck. This makes online Game players lose to enemies because, when the online Game avatar is not moving it will be easy for the enemy to shoot dead. Based on this, an analysis of the research needs of online Game Bandwidth speed needs to be done so, that internet service providers (ISPs) can divide how much speed or Bandwidth to the Game needs so, that online Game users feel comfortable, safe without feeling any slow or lagging conditions. This study tested by 3 Games, such as Free fire, Mobile Legends, and Pubg mobile. Each Game uses graphics and image quality which is being tested for 10 minutes. The results of this study shows that all of the three Games requires a stable internet connection for Uploading and Downloading.
Watermarking in halftone image with maximal child node dependence coefficients in wavelet domain

Abstract To achieve high image quality, this paper proposes a novel approach but efficient algorithm for halftoning watermarking. Wavelet coefficients of edge details have strong relations, while the dependence of coefficients of texture is more weak. On the other hand, large wavelet coefficients contain the information of image brink. Considering the relationship of intra-scale and maximal coefficients, the boundary error measure is built. While the gray image turns to halftone image using proposed algorithm, binary watermark is embedded in the edge position. In order to enhance the ability to resist cropping and smearing attack, the watermark image is pre-treated with Arnold transformation processing. The proposed method is effective, because the halftone image is embedded as a watermark sequence during the halftone process. Experiment results show that this algorithm does not cause significant distortion of the image and is good resistance to cropping, daub, JPEG compression and noise attacks.
МОДЕЛЮВАННЯ ДВОПОТОКОВОГО ОЧИЩЕННЯ ГАЗУ ВІД ОКСИДУ КАРБОНУ (IV) РОЗЧИНОМ МОНОЕТАНОЛАМІНУ

A two-flow scheme for gas purification from CO2 by monoethanolamine (MEA) solution and by waste solution regeneration in two simultaneous recuperators is the object of the simulation, the productivity of ammonia is 1360 tons/day. Our algorithm takes into account the temperature fluctua-tions, component concentrations in gas and liquid phases at different points of the absorber. The algorithm is implemented in Excel environment. The peculiarity of the calculation consists in the selection of CO2 concentration in the gas after "rough" purification to obtain approximately equal flows of finely and roughly recovered solutions in the absorber. For kinetic calculation of the absorber, the reference dependences of the equilibrium partial pressure of CO2 over the MEA solution are approximated, depending on the degree of carbonization, the temperature and CO2 concentration in the solution. The number of plates in two-section plate absorber is calculated by numerical integration. The control calculation is performed with the following initial data. The consumption of con-verted gas supplied for purification is 206000 m3/hour. The MEA temperature at the inlet is 313 K. The concentration of the MEA at the inlet of the absorber – 20 % by mass. The final concentration of CO2 is 0.01 %. The pressure in the absorber – 2.8 MPa. The concentration of the components in the dry gas mixture, % vol.: CO2 – 17.36; CO – 0.5; H2 – 61.64; CH4 – 0.3; N2 – 19.95; Ar – 0.25. The concentration of CO2 at the outlet, % vol.: after "rough" purification was unknown and is selected by multivariate calculation 5.64; after "fine" purification is 0.01. This algorithm can be used to analyze the performance of existing plants, and will also be useful for students' learning the design of process gas purification schemes.
The Needs of People in Tambak Lorok Semarang towards Knowledge

This research has an argumentation that people in Tambak Lorok need additional knowledge to facilitate their work as fishermen. This need is also based on the need to find solutions to problems they often face, such as poverty and lack of it due to dropping out of school. A qualitative approach was used in this study to explore what their necessaries are for knowledge and the reasons behind it. The researchers then use a narrative strategy to describe the research findings. The results show that people in Tambak Lorok need knowledge about marine affairs, technology to catch fish, skills about processing marine products, marketing techniques and about the history of their area or their identity as sailors. They need teachers who are willing to provide training as often as possible with a variety of science themes. They also need additional educational facilities such as village libraries and volunteer teachers as a source of independent learning, especially for children.
UPAYA MENINGKATKAN KETERAMPILAN BERTANYA DAN PRESTASI BELAJAR SISWA MELALUI MODEL DISCOVERY LEARNING PADA TEMA 7 PERISTIWA DALAM KEHIDUPAN DI KELAS VB SD NEGERI 1 KEDUNGBANTENG

This research is motivated by the low level of questioning skills and student achievement. The purpose of this study is to see the improvement of questioning skills and student achievement by applying the Discovery Learning model. The type of research used is Classroom Action Research (CAR). The subjects in this study were 26th grade students of VB SD Negeri 1 Kedungbanteng, consisting of 13 male students and 13 female students. The data collection tool uses learning evaluation tests, observation sheets, questioning skills, observation sheets, activities of teachers and students. The results of the study show that learning using the Discovery Learning model can improve the skill of asking students who are in the criteria of skill and learning achievement that is in very good criteria.Keywords: Questioning Skills, Learning Achievement, Discovery Learning Model
3-D surface morphology measurement of plasma-facing materials using laser speckle interferometry in presence of periodic vibration

Aiming at building the real-time measuring system of surface morphology of Plasma-Facing Components (PFCs) in fusion devices, an optical approach based on Laser Speckle Interferometry (LSI) is in development in our laboratory. To preserve high temporal resolution, the temporal phase shifting approach was introduced. However, this approach is sensitive to vibrations, which decreases the accuracy of morphology measurement. Considering the periodic vibration of the tokamak device itself, it is important to study the influence of the periodic vibration on online surface morphology measurement of PFCs. In this paper, we specify the effects of amplitude and frequency of periodic vibration on surface morphology measurements based on LSI measurement system. Benchmark tests are performed on the Molybdenum (Mo) material, which is commonly used as PFCs in Experimental Advanced Superconducting Tokamak (EAST).
Lightweight Steganography Technique for Smartphone

Steganography is an embedded technique that hides the message in a digital medium for the purpose of safely transferring the message.The objective of this paper is to develop and improve lightweight hiding techniques used in the systems of smartphones, by improving the well-known Least Significant Bit (LSB) algorithm by changing the attribute that is related to its work and suggesting some additions in a way that does not affect processing speed or memory usage and increases security.It also provides a large area for hiding a large secrete message with very little impact on the cover relative to the size of the cover used.This paper proposes several additions and modifications to the algorithm, including: using Pseudo Random Number Generator (PRNG) to determine pixels locations in the cover.Coding process was also proposed for the purpose of increasing randomization and provide statistical distribution unrelated to the original message.The LSB hiding process enables the use of less important bits per pixel.In this case, a distribution of hidden bits within one pixel was suggested by different distributions in each hiding process, making data of repeated hiding useless for the attackers.Various measures (MSE, PSNR, BER, and SSIM) were adopted for the purpose of measuring the quality and efficiency of the proposed algorithm through several experiments including cover image sizes in different dimensions with a variety of data for secret messages, whose results were better than other values.
Implementasi Discovery Learning Melalui Pembelajaran Bahasa Indonesia

This study has two aspects of achievement achieved (a) knowing how the implementation of Discovery learning in Indonesian learning (b) knowing how the opportunities and challenges of using Discovery learning learning models in Indonesian learning. This study used descriptive qualitative method. The data from this study are the results of the implementation of Discovery learning in learning Indonesian. The data collection techniques of this study were observation, interview, and observation. Based on the results of the study indicate that this strategy is suitable for use in learning Indonesian and also has opportunities and challenges when used in learning Indonesian.
Methodological features of organizing the educational investigations at Geography lesson

Methodical peculiarities of organising pupils' active cognitive deeds in a Geography lesson, which is dictated by the need to find and implement an interesting form of occupation, are presented in the article. The development of classes that would include the possibility of applying not only substantive, but also everyday knowledge and skills when solving situational problems, becomes the most topical at present. What is a novelty of the proposed method, is the setting of a problem situation in the form of mini-studies, the solution of which increases active cognitive activity in pupils. The authors note that pupils, when reviewing educational material, can be involved in ongoing educational investigations, which, in addition to establishing positive motivation for the educational process, contribute to independent search for information and help to overcome the problem situation. Comparative analysis of three pedagogic acts – study, investigation, research – is adduced; they are considered to be sequential stages of learning material mastering. A description of the lesson using the proposed technology is also presented in the article.
ACTIVE LEARNING APPROACH TO KNOWLEDGE EXTRACTION FROM DESCRIPTIONS OF EDUCATIONAL COURSES UNDER CONDITIONS OF SMALL DATA

With the constant growth of volumes of available data, their manual processing stops being possible, giving way to various machine learning models. Modern algorithms do a good job of basic tasks, provided that there is a sufficient amount of training data. However, many modern tasks are much more complicated and are highly specialized, which limits the amount of training data available for training, hindering the performance of fully automatic systems. In this paper, an approach to the task of automated fact extraction from the collections of raw text documents adapted for the lack of training data is presented. The integration of rule-based approaches for specific knowledge domains with generalized, domain-independent machine learning models pre-trained on large volumes of data is discussed. The proposed approach based on the active learning methodology, seeks to reduce the expert’s labor costs required for the efficient generation of extractable fact templates without compromising the system’s performance. The paper also demonstrates the application of the proposed method of fact extraction based on the task of the target audience information search from the unstructured raw descriptions of online courses.
ANALISIS WEBSITE PERPUSTAKAAN UNIVERSITAS ISLAM NEGERI MENGGUNAKAN METODE BENCHMARKING DAN GOAL ORIENTED REQUIRMENTS ENGINEERING (GORE) MODEL (STUDI KASUS: UIN JAKARTA, UIN YOGYAKARTA DAN UIN MALANG)

The library is an important source of knowledge for all academicians. One of them is the university library, the purpose of the university library is funding support from the university in providing education by providing sources of scientific information in the library. However, information sources (consisting of web sites) available in the library are currently incomplete. For this reason, a usability evaluation and design analysis of the website is required so that the library website development goals can be achieved. Requirement Analysis of this library website used the Bechmarking and Goal Oriented Requirement Engineering (GORE) methods of three library websites namely the UIN Syarif Hidayatullah Jakarta library website, Sunan Kalijaga Yogyakarta UIN and UIN Maulana Malik Ibrahim. Benchmarking method is used to get the basic requirements by questionnaire. The GORE method is obtained based on the formulation of system objectives. To get the system requirements with the GORE method consists of actor models, Strategic Dependency diagrams, and Strategic Rationale diagrams. The results of this website analysis are the achievement of all requirements obtained and the new system of the library website of the Syarif Hidayatullah State Islamic University Jakarta
Perancangan Sistem Keamanan Aplikasi E-Voting Untuk Pemilihan Ketua Badan Eksekutif Mahasiswa Fakultas Teknik UISU Dengan Menggunakan Algoritma MD5

&lt;p&gt;&lt;em&gt;E-voting Is the use of hardware and software to establish an electronic system that is useful in the electoral process by making electronic votes that replace ballot papers. E-Voting was introduced by several e-Government especially in Europe in a request to serve the voting provisions by providing a control system, so that voters can vote whenever and wherever. To avoid all forms of fraud and damage to data which is certainly very important for the voting process, it is necessary to secure data by applying cryptography to the data. Currently there are many methods or algorithms that can be used to protect data from various types of attacks, but of course each algorithm has advantages and disadvantages of each. MD5 is a concise message algorithm developed by Ron rivest. MD5 has actually been rooted in a series of concise message algorithms, which are the predecessors of md5, all developed by Rivest. The original digest message is called md.&lt;/em&gt;&lt;/p&gt;