Reviewerly/exHarmony huggingface dataset:
Konten Vlog Sebagai Kebiasaan Komunikasi Siswa/I SMP Nusantara Plus

Vlog is an abbreviation of video blog. The contents of Vlog content are more about providing information. Speaking skill is the main key of Vlog type content. The purpose of this study was to determine the effect of Vlogs on YouTube on the communication behavior of SMP Nusantara Plus Students, Ciputat, South Tangerang. This research uses an explanatory survey method, with a quantitative approach. To get the number of research samples, the slovin formula was used. The total number of members of the Student population is 406 people, and after counting, the sample results are 80 people. The sampling technique uses non-probability sampling, a type of quota sampling. Primary data was obtained from respondents through a questionnaire with a measuring instrument in the form of a Likert scale. The results of the respondents' answers were processed using SPSS. Data were analyzed using simple linear regression analysis. The validity test used the Kaiser Mayer Olkin method and the reliability was measured using the Cronbach Alpha method. The results of this study show that Vlog content on YouTube has an influence of 36.1% on the communication behavior of SMP Nusantara Plus students. Students realize that watching Vlog-type content on YouTube is not only for entertainment purposes, but they also feel that they get some information from the Vlogs they watch. When communicating, the majority of students also imitate slang, body movements, and clothing styles like the vloggers they watch.
An Unbounded Fully Homomorphic Encryption Scheme Based on Ideal Lattices and Chinese Remainder Theorem

&lt;p&gt;We propose an unbounded fully homomorphic encryption scheme, i.e. a scheme that allows one to compute on encrypted data for any desired functions without needing to decrypt the data or knowing the decryption keys. This is a rational solution to an old problem proposed by Rivest, Adleman, and Dertouzos \cite{32} in 1978, and to some new problems appeared in Peikert \cite{28} as open questions 10 and open questions 11 a few years ago.&lt;/p&gt; &lt;p&gt;Our scheme is completely different from the breakthrough work \cite{14,15} of Gentry in 2009. Gentry's bootstrapping technique constructs a fully homomorphic encryption (FHE) scheme from a somewhat homomorphic one that is powerful enough to evaluate its own decryption function. To date, it remains the only known way of obtaining unbounded FHE. Our construction of unbounded FHE scheme is straightforward and noise-free that can handle unbounded homomorphic computation on any refreshed ciphertexts without bootstrapping transformation technique.&lt;/p&gt;
Sunflower Image Classification Using Multiclass Support Vector Machine Based on Histogram Characteristics

Sunflower is an important commodity in agriculture, besides being used as an ornamental plant, sunflower is an oil-producing plant and a source of industrial materials. In Indonesia, sunflower productivity is considered less than optimal, because knowledge and information about sunflowers are still lacking. Therefore, information is needed that can be used as an extension of knowledge about sunflowers itself, especially in Indonesia, which is a tropical region which is an area suitable for the growth of sunflowers. Sunflowers can actually be identified based on recognizable traits. However, the similar shape makes it difficult for some people to distinguish the types of sunflowers. This study aims to classify sunflower images using a first-order feature extraction algorithm using the characteristics of mean, skewness, variance, kurtosis, and entropy which are then used as input to the Multiclass SVM identification algorithm. Data points are mapped to dimensionless space using a Multiclass SVM to produce hyperplane-linear separation between each class. Based on the results of testing the accuracy of the model is able to perform classification with an average accuracy of 79%. These results show that the developed model can classify well.&#x0D;
Sentiment Analysis Against Political Figure’s Billboard During Pandemic Using Naïve Bayes Algorithm

In the midst of the Covid-19 Pandemic, many Indonesians have reacted negatively to the placement of political individuals' billboards with very huge sizes on the streets. The early political campaign that was run was thought to be contentious. On social media like Twitter, the majority of people freely share their thoughts. The purpose of this study is to investigate how the general public reacted to the placement of billboards advertising political figures during the epidemic and to categorize those responses. It is envisaged that it would also provide advice for connected parties that may be used when making judgments regarding the policy of constructing billboards for political figures during a pandemic based on the results of data analysis. Twitter users tend to be more expressive because of the character limits, which means they have sentimental or emotional values. Using the Nave Bayes Algorithm, it is possible to do sentiment analysis on the sentiment data by categorizing user comments into positive, negative, and neutral attitudes. Regarding the sentiments expressed on billboards showing political leaders during the pandemic, tweets were sorted into three categories: liked, unfavorable, and neutral. The accuracy rate from Naive Bayes categorization of political personalities during the pandemic on social media Twitter was 83.3% with a precision value of 89%, recall 83%, and f-1 score of 82%.
The Virtual Learning Environment Model on Cloud using Hybrid Learning

The objectives of this research are (1) to study and synthesise the conceptual framework of the virtual learning environment model on cloud using hybrid learning, (2) to develop the virtual learning environment model on cloud using hybrid learning, and (3) to study the results after using the virtual learning environment model on cloud using hybrid learning. The participants in this research include 10 experts from various institutions, all of whom are specialised in design and development of instruction models and instruction systems. The research tools herein consist of (1) the virtual learning environment model on cloud using hybrid learning, and (2) the evaluation form on the suitability of the virtual learning environment model on cloud using hybrid. According to the results of this research, it is found that (1) the overall suitability of the development of the virtual learning environment model on cloud using hybrid learning (overall elements) is at the highest level (Mean = 4.62, SD. = 0.49), and (2) the overall suitability of the development of the virtual learning environment model on cloud using hybrid learning is at the highest level (Mean = 4.66, SD. = 0.48).
A study of immersive technology for product usability improvement design based on comprehensive value evaluation

Abstract The combined value of any product design method depends on the design benefits and costs of use, determining the need to put the method into practice. In this study, a virtual reality design system was constructed to support the widely adopted user interview method for the usability improvement design of an existing product, using an industrial remote control as example. The combined value of the method was verified to be superior to the use of user interviews alone, in terms of the number and importance of usability questions mined by users, the level of styling of improved design solutions guided by usability questions, and the willingness of designers to use the method. It provides a useful reference for the promotion of immersive technology in the field of product design and the search for new focus points.
GEOLOGY AND GEOCHEMISTRY OF PEGMATITES OF OGODO – ODOBOLA, NORTH CENTRAL NIGERIA: A STATUS REVIEW

Pegmatites are an extremely, coarse-grained igneous rocks of granitic composition, constituting of mainly large crystals of quartz, feldspar and mica. Their occurrence cut across various formations, but mostly around granitoids. They are known to host industrial, rare metals, exotic minerals and gemstones of economic value. Due to the continuous demands and recently discovered uses of some of these minerals, its continuous exploration can never be over-emphasized. Pegmatites occurrence in Nigeria were formerly confined to certain quadrants but resent research has proved they also exist in other zones too. Its occurrence in Ogodo-Odobola area is a recent discovery with scantily available literature. The Few available research work conducted on pegmatite of the Ogodo-Odobola area in Kogi State, North central Nigeria has been reviewed. The works focused on its feldspar content for economic value and the latter attempted the mineralization potential of the pegmatites. The area is revealed to be underlain by schistose and granitic lithologies and intruded by the pegmatite dykes of various dimensions. However, recent studies on granitic pegmatites have evolved just as the pegmatites, not only concentrating on their industrial potentials but also on rare metal mineralization potentials which presently are a key to unlocking the future technologically. A few of those relevant and recent studies in the field were also reviewed to bring forth new ways of dealing with this present world cake to geoscientists. White micas are a useful mineral for determining the degree of evolution in pegmatites.
A FRAMEWORK FOR PROCESS-RESOURCE REQUIREMENTS PREDICTION IN A FACTORED OPERATING SYSTEMS USING MACHINE LEARNING

The evolution of multicore technology has come with new challenges to process scheduling. An intelligent process resource requirement prediction framework in a factored operating system (FOS) was developed using machine learning. To simulate this system, an array of positive integer numbers in the interval of 1 to 10, with a maximum length of 20, was used to represent process. The properties of this array (array length and sum of the array elements) were used as the parameters of the application processes. These served as input into the machine learning network to predict the process’ size and hence, the resource requirements for each process. The framework was simulated using Java 2EE. Experimental results of the framework showed that prediction of processes’ sizes with enhanced resource requirement allocation, and hence, required faster and efficient scheduling of processes to multiple resource cores, with an increased system throughout.
A Reinforcement Learning Based Grammatical Inference Algorithm Using Block-Based Delta Inverse Strategy

A resurgent interest for grammatical inference aka automaton learning has emerged in several intriguing areas of computer sciences such as machine learning, software engineering, robotics and internet of things. An automaton learning algorithm commonly uses queries to learn the regular grammar of a Deterministic Finite Automaton (DFA). These queries are posed to a Minimum Adequate Teacher (MAT) by the learner (Learning Algorithm). The membership and equivalence queries which the learning algorithm may pose, are often capable of having their answers provided by the MAT. The three main categories of learning algorithms are incremental, sequential, and complete learning algorithms. In the presence of a MAT, the time complexity of existing DFA learning algorithms is polynomial. Therefore, in some applications these algorithms may fail to learn the system. In this study, we have reduced the time complexity of DFA learning from polynomial to logarithmic form. For this, we propose an efficient complete DFA learning algorithm; the Block based DFA Learning through Inverse Query (BDLIQ) using block based delta inverse strategy, which is based on the idea of inverse queries that John Hopcroft introduced for state minimization of a DFA. The BDLIQ algorithm possess <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$O(\vert \Sigma \vert N.log N)$ </tex-math></inline-formula> complexity when a MAT is available. The MAT is also made capable of responding to inverse queries. We provide theoretical and empirical analysis of the proposed algorithm. Results show that our suggested approach for complete learning; BDLIQ algorithm, is more efficient than the ID algorithm in terms of time complexity.
UMN Sims: Development of Student Life Simulation Game to Introduce Onsite Campus Activities using React.js

After two years of the implementation of the online learning mechanism due to the Covid-19 pandemic, Universitas Multimedia Nusantara, a private university in Tangerang, Indonesia, has again implemented an onsite learning mechanism. Based on the initial survey conducted, it was found that many students were not aware of various academic and non-academic activities that could be carried out on campus and its surroundings. Therefore, in this paper, we try to make a simulation game to introduce students to various activities that can be done on campus and its surroundings. Simulation games are developed mainly using React.js with the Axioos library to perform HTTP requests to access web services. We evaluated this game using the Hedonic-Motivation System Adoption Model or HMSAM to determine the level of player satisfaction. We conducted experiments on high school students, freshmen and sophomores and found that high school students' HMSAM scores were higher, assuming high school students had a curiosity about life as university students. Behavioral intention to use and immersion obtained using HMSAM were 80.25% and 80.31%, respectively, this means that these games strongly agree that respondents are interested in playing UMNSims and playing it immersively. Keywords: HMSAM, ReactJS, Simulation Game, university, web-based
Web-Based Administration Applications For Motorcycle Dealers Using FAST Framework

Administrative management is very important in business, including the motorcycle sales business. The existence of an integrated system to handle administrative activities is absolutely necessary to increase work efficiency and tidy up the storage of related documents. In this research, the development of an administration system for motorcycle dealers will be carried out using the FAST Framework. FAST Framework was chosen because of its ability to support rapid application development. In this study, FAST Framework will be carried out in five stages, namely scope definition, problem analysis, requirements analysis, logical design and physical design for the development of motorcycle dealer administration applications, so that applications will be produced that suit user needs. The results of this study will be used to collect data on license plates, collect data on vehicle registration, collect data on motorcycle down payment, and collect data on motorcycle sales. From the results of this study, an application has been produced that will facilitate business administration and service customer data needs. The resulting application has been tested and can run well to handle the necessary business administration needs. Through the application produced by this research, consumers also no longer need to come directly to the dealer to check the status of motor vehicle registration because it can be done online.
Data Stewardship Wizard

Data Stewardship Wizard is a tool that facilitates the process of Data Management Planning / Data Stewardship Planning with a focus on the benefit to the research at hand.
Correction to: Sámi Teacher Education or Teacher Education for Sámi Students? Central Cornerstones in Sámi Teacher Education

The original version of the book was inadvertently published with incorrect citation “Guttorm (2020)” in Sections 4.4.1 and 4.4.2. The citations have now been updated in the chapter.
The Implementation of a Module “Sahabatku Indonesia” in Favorite Song Units on the Speaking Skills of BIPA Students

Indonesian for Foreign Speakers (BIPA) is an Indonesian language teaching program whose teaching subjects are foreign speakers. The BIPA learning process certainly requires an appropriate and interesting curriculum, teaching materials, and learning methods for the success of foreign speakers in achieving learning goals. The research objective was to find out and describe the effect of the Indonesian best friend module in favorite song units on speaking skills at BIPA level 7. The research method used by researchers is descriptive qualitative. Researchers will describe a data analysis with the method used is descriptive. The data collection technique used is the form of collecting data by observing students. The results of observations on the material in the Indonesian best friend module activities are designed according to level, one of which is the advanced level for students who can already speak Indonesian, namely using the best friend Indonesia BIPA level 7 module which includes the favorite song units. In this study, the researcher refers to SKL (Graduation Competency Standards) at BIPA Level 7 through a Module that focuses on aspects of speaking skills in BIPA learners. The results of this research make students interested in the learning provided by the teacher in using the best friend module Indonesia BIPA level 7 favorite song unit and students prefer speaking skills because learning through speaking skills makes students more active, it is very fun to sing together the same as the title of the song "Laskar Pelangi" by Nidji and understand every meaning and vocabulary in the lyrics of the song.
A REVIEW PAPER: BLOCK CHAIN TECHNOLOGY FOR SECURE SUPPY CHAIN MANAGEMENT

Supply chain management (SCM) is a core corporate activity responsible for moving commodities and services from one point to another through a variety of stakeholders.The traditional SCM is based on a centralized approach managed at the central headquarter, and all other sub-offices get instructions from the main office.Some major issues with present SCM systems are security, transactional transparency, traceability, stakeholder involvement, product counterfeiting, additional delays, fraud, and instabilities.Block chain (BC) emerges as a technology that can manage the data and build trust efficiently and transparently.It can also aid in transaction authorization and verification in the supply chain or payments without a third party.To address the present SCM issues, BC technology is a feasible solution.Motivated by the aforementioned considerations, in this paper, we present a survey on the adoption of BC in SCM.This paper undertakes a comprehensive analysis of the literature on BC characteristics, implementations, and business consequences in various SCM.This Block chaincentered study, in particular, discloses the research state and delineates future research directions by studying and analyzing 97 up-to-date publications highlighting BC's supply chain uses.Transparency and traceability, information sharing, product anticounter, and building trust are the major aspects propelling BC's implementation in SCM.Further, we analyzed various application s of SCM in which BC can be used as a probable technology to secure all transactions.Then, we have highlighted open issues and research challenges for adopting BC technology in SCM that open the doors for beginner eager to start work in this amazing area.
Preliminary Study on the Development of Sigil E-Book Media in Improving Language Skills with Character Education

The development of the Sigil e-book media which is used in language learning for fourth grade elementary school students is expected to increase motivation and language skills. This article will explain some of the findings of a preliminary study conducted for the development of the Sigil e-book media used in students’ language learning in fourth grade elementary school. This type of research is Research and Development (R&amp;D). The field studies carried out included: obtaining information about the needs for developing Indonesian language learning resources. The results of this study are expected to serve as the basis for the development of Sigil e-book media used in language learning for fourth grade of elementary school to increase students' motivation and language skills. E-books are preferred over printed books on the grounds that they are more practical and economical so that they can attract students' interest in reading and can be used as a medium used to improve language skills. Character values can be inserted in the Sigil e-book media.
Theoretical Thoughts on Adaptive Development (AD) of Current College Physical Education Teaching Content

Theoretical thoughts on adaptive development (AD) of current college physical education teaching content is the key idea of this paper. The goal of flexible management is for everyone to become a talent, and the diversified needs of students are taken as the starting point. Therefore, in flexible management, various teaching management systems and organizational forms should be flexible. In the process of teaching management reform, there is an urgent need to build a new model that has the characteristics of the times, conforms to the development of students' personality, and hence, we consider the integration of the novel perspectives.
THE EFFECTIVENESS OF SIMON SAYS GAME TO IMPROVE STUDENTS VOCABULARY MASTERY IN LEARNING ENGLISH

This research was conducted based on the problems found in the learning process about vocabulary. To understand language well, speak better, or good writing requires a good vocabulary to be successful in any of these areas. Teachers must be good at choosing methods or techniques in learning to be used in teaching, not all methods or techniques can be used, because learning methods are real forms in the form of steps for implementing a lesson in order to achieve learning goals. In this research to teach vocabulary, the researcher choose to use a game. Game is an activity that can help the process of learning and creating students are more active in learning because they feel happy and relaxed in learning. The purpose of this research is to find out whether the Simon Says game is effective or not for use in learning, especially vocabulary. Because what we are going to examine now is the effectiveness of the Simon Says game in increasing student vocabulary. The method used in this research is descriptive qualitative research. Which aims to describe or give an idea of how effective the Simon Says game is for students vocabulary in learning process. The researcher gave vocabulary from descriptive text material and asked students to memorize it. Then the vocabulary will be played in the Simon Says game. The results of this study indicate that the Simon Says game is very effective for teaching vocabulary. Because judging from the many changes after several meetings with students and playing this Simon Says game for learning.
Construction of Modern College English Learning Environment Oriented to Smart Campus

The requirements for English teaching at the university level are divided into three levels, namely general requirements, higher requirements and higher requirements. Among them, it is generally required that students can communicate in English during the learning process. Constructivism believes that students should be the active constructors of the knowledge meaning, rather than passive recipients of external stimuli and with this idea, we integrate the smart campus model into the English learning. In this study, the novel perspectives and suggestions are both provided. We suggest to integrate the technology to combine the efficient teaching to improve the overall quality.