Reviewerly/exHarmony huggingface dataset:
Mining Student's Reviews to Obtain Their Perception toward College Department Performance

Student’s perception toward department performance can be crucial, therefore, it can be used to evaluate the department outcome and take an immediate action to improve its management. This study applies sentiment analysis and topic modeling to the student’s reviews of college department at Politeknik Caltex Riau in order to mine student’s perception for seven college departments performance. Sentiment analysis with Support Vector Machine (SVM) is employed to obtain student’s sentiment. There are 3 types of sentiments to be analyzed; positive, negative and neutral. Topic modeling with Latent Dirichlet Allocation (LDA) is also carried out to get some important keywords in the student’s reviews. Our experiments show that Positive is the most prominent sentiment in the student’s reviews while LDA reveals some important topics toward preferences.
Interactive Multi-Sensory Environments for Children with Autism Spectrum Disorders

The emerging of digital technology not only encourages the development of new tools but also changes traditional approaches to solving emerging problems. The sound, music, art, colors, etc. that prevailed in the 20th-century forms of therapy are being replaced by integrated systems that overcome many of these forms, thanks to digital technology. With the increasing number of people with autism spectrum disorder (ASD) in the world, such systems provide new opportunities for the treatment of these disorders. In this research, the creation of such a system has been chosen as the object of work. The article presents an interactive tool for the education of children with ASD created by audio, video, and computer technologies and assesses its potential impact. The experimental research and its results are presented. This study aims to evaluate an interactive instrument developed for the education of such children. Following the objectives of ensuring the interactivity of the process, provoking all the perceptions of the subject, and developing the subject's ability to respond to the environment, a personalized audiovisual environment was created. For interactivity, the virtual program EyeCon, Webcam and camcorders, video projector, and speaker system were used. The study was conducted with one subject and a case study method was used. The impact of the instrument was established based on a survey of the parents of the child and the findings of childcare experts. The results of the study demonstrated the positive benefits for this child such as increased eye-to-hand coordination, concentration duration, improved communication, and emotional expression. The results obtained show that such interactive multi-sensory environments in special and general education schools can be a supplemental tool for traditional methods.
PEDAGOGICAL PROBLEMS OF WORKING ON FOUR SKETCHES FOR A SYMPHONIC ORCHESTRA BY DIMITAR NENOV IN THE CURRICULUM IN ORCHESTRA CONDUCTING BY PIANO

A simple reason to make Dimitar Nenov’s Four sketches for a symphonic orchestra part of the curriculum is their high artistic value. Even though they are a comparatively early opus, the Sketches were written with respectful professionalism and impress listeners with the impact they make. Another significant consideration that makes working on Four sketches for a symphonic orchestra scores in the orchestra-conducting classes especially valuable and useful, is the opportunity for the trainees to get to know the work better and acquire important conducting skills. The process of analyzing and perceiving a work of music from the viewpoint of its interpretation, in this case – from the point of view of preparing oneself for interpreting it in academic work with the help of a pedagogue and an accompanist, is radically different comparing it to the process of listening to it recorded or in a live performance. A conductor’s approach to this process enables him to delve into making the work from the point of view of the following: - deep consideration of the structure of the cycle; - understanding the inner links between separate parts; - building a unique set of the images in a single sketch. At the same time, the manual work on the composition helps one to develop important conducting skills like a - sense for processional dynamics; - good initial selection of tempos; - clear conveying of even the minutest changes of tempo; - simultaneous manual presentation of contrastive dynamics in various orchestral layers; - clearly differentiated strokes; - sense for artistic measure in order to portion various musical tools of expression in compliance with the inner logics of using them. Solving the overall performer’s and particular manual issues with the help of the teacher contributes for the comprehensive professional development of the students.
An optimized Load Balancing Algorithm in Cloud Computing

The Cloud Computing is the new advanced field with the architecture of service-oriented. As there is increase in the application of cloud computing which lead to rise in the number of task and workload. This workload makes unbalanced load due to uneven distribution of task on different nodes with different capabilities of each node. This makes some nodes overloaded and some underloaded in cloud and lead to unbalanced load. To make efficient utilization of resources of cloud it becomes necessary to balance this load to satisfy the user. The load balancing algorithm is used for the redistribution of task from overloaded node to underloaded node. This paper discusses about the matrices that affect the load balancing algorithm in cloud. It also present the analysis of different load balancing algorithm and related work of different authors. In this paper an algorithm is proposed on the basis of study for optimized load balancing algorithm in cloud computing.
THE DIGITAL CLOSET: PLATFORM CENSORSHIP AND LGBTQIA+ INDEPENDENCE ONLINE

This presentation draws on data from my forthcoming book with MIT Press to demonstrate how heteronormative and cisnormative bias pervade Silicon Valley culture, get embedded in benchmark datasets and machine learning algorithms, and get formalized in company policies and labor practices surrounding content moderation. The presentation begins with an examination of workplace culture at Google, gaining insights from Department of Labor investigations, testimonials from previous employees, and informal surveys and discourse analysis conducted by employees during the circulation of James Damore's infamous 'Google memo'. The presentation then moves on to examine bias embedded in benchmark datasets like WordNet and ImageNet, both of which served as the training datasets for Google's Image Recognition algorithms (like GoogLeNet). Lastly, the presentation turns to Facebook's heteronormative and cisnormative content moderation policies and the outsourced labor practices it uses to institute what Facebook has described as 'human algorithms' to review content in accordance with these policies. Throughout the presentation I demonstrate that we can piece together information about proprietary code by looking to leaked documents, public records, press releases, open-source code, and benchmark datasets, all of which, in this instance, instigate a systemic heteronormative and cisnormative bias that is increasingly being embedded in the internet.
Co-embedding: Discovering Communities on Bipartite Graphs Through Projection

Many datasets take the form of a bipartite graph where two types of nodes are connected by relationships, like the movies watched by a user or the tags associated with a file. The partitioning of the bipartite graph could be used to fasten recommender systems, or reduce the information retrieval system’s index size, by identifying groups of items with similar properties. This type of graph is often processed by algorithms using the Vector Space Model representation, where a binary vector represents an item with 0 and 1. The main problem with this representation is the dimension relatedness, like words’ synonymity, which is not considered. This article proposes a co-clustering algorithm using items projection, allowing the measurement of features similarity. We evaluated our algorithm on a cluster retrieval task. Over various datasets, our algorithm produced well balanced clusters with coherent items in, leading to high retrieval scores on this task.
Development of Web-Based Tracer Alumni Information System

An alumni tracer is a graduate trace study or alumni trail, conducted to students after graduation. Tracer alumni aim to know the outcome of education in the form of transition from the world of college education to the world of work.In writing this practice work report the author conducts an analysis using field studies and literature studies on the alumni data collection system at the Faculty of Social and Political Sciences Malikussaleh University which is still done manually, so that the author decided to build a web-based Tracer Alumni information system that can facilitate the tracking of graduating students, tracer alumni system can also be one of the support for credit the college.This system is designed using PHP/Xampp programming language by using structured diagrams, namely with Context Diagram, Data Flow Diagram (DFD), Entity Relationship Diagram (ERD) and database design using MySQL.
Sistem Analisis Kerusakan Sepeda Motor Karburator dengan Metode Forward Chaining

Motorcycles are said to be a means of land transfortation that is very popular with many people in the country but also in various parts of the world. In this era of advanced writers become writers on the rapid technology that is very rapid today, the author increasingly ideas for where in one program what is the application of motorcycle carburetor damage system de ngan forward chaining method or often called the application of expert applications into the quality of motorcycle service activities, especially in the workshop in a workshop. The author tried to modify an application that will be a lot of much loved sep eda motor to be able to easily get users more solutions from all solutions experienced by users. Applications that will design whether there is a carburetor motorcycle damage system by forward chaining and using basic visual tools as well as for modeling using UML (Unified Modeling Language) with microsoft access input database.
IMPLICATION THE CROSS-PLATFORM LOVE2D ENGINE FOR RENDERING AND ARTIFICIAL INTELLEGENCE DEVELOPMENT

Recently, the market for consoles and mobile games is growing, and therefore to find a game engine that meets the demanding requirements of users is not an easy task. Technology platforms have become clear favorites of many developers. However, the market is volatile, and therefore the question of choosing a game engine will not lose its relevance in the near future and is the first, main, relevant and important subject of choice in this work. The relevance of this article is to write an original algorithm for 2D computer game, taking into account the latest intelligent technologies, which will be different from previous versions by its uniqueness: a new procedural generation, improved artificial intelligence of characters, original game mechanics, which necessitated the creation of a key to unlock levels.&#x0D; To work on this task, the open cross-platform LOVE2D engine and the Lua programming language a powerful, efficient and easy to learn language were substantiated. The reason for choosing the LOVE2D game engine is that its technology is unique in itself. Simple text was used in the development of the game algorithm. A significant number of issues were resolved in unique way from scratch while developing.&#x0D; Original positions of game mechanics are created such as unlocking the end of the level, the infinity of the game and focusing on the maximum "Score", increasing the size of each subsequent level, compared to the previous one, improved artificial intelligence of characters are the main differences from existing approaches used to create previous Super Mario Bros projects. The reason that makes this project more advanced and a little more random than the original game: it's a procedural level generation. Since the game is infinite it's really important to keep levels random and different.&#x0D; The obtained results made it possible to say that the work done is a new step forward in comparison with previous developments of algorithms for this 2D game. The original algorithm and code for 2D computer game, using the capabilities of modern information technologies, can be useful not only for creating mobile games, but also for solving virtual reality, augmented reality, TV presentation, visualization effects of the hologram.&#x0D; The project presented in the paper is made exclusively for the purpose of implementation in the educational process.
Do We Really Reduce Bias for Scene Graph Generation?

For a given image, the corresponding scene graph is a kind of structural expression which benefits to high-level tasks. To generate a meaningful and useful one, the existing models pay more attention on reducing the bias from long-tail distribution of dataset. However, they overlook the unimodal bias and evaluation bias from models themselves. In this paper, we construct an unbiased solution called Balanced Label and Vision for Multilabel Classification (BLVMC). BLVMC consists of two modules, label-vision grounding module (LVGM) and no graph constraint (NGC). Specially, the LVGM aims to be in equilibrium for label and vision by introducing visual information into label branch. This module reduces unimodal bias from previous models and makes them more stable. The NGC views the Scene Graph Generation (SGG) as a multilabel classification task instead of multiclass classification. Besides, the NGC uses the corresponding NGC mR@K to evaluate models. This module allows each subject-object pair to retain multi-predicates, which relieves evaluation bias. The quantitative and qualitative experiments on Visual Genome (VG) dataset demonstrate the proposed BLVMC effectively eliminates the above two biases and outperforms previous state-of-the-art models.
Design of Web-Based Archive Management Information System

The advancement of information technology has now developed so rapidly, information has spread to the digital era, namely information that was previously processed in conventional ways, is now being managed with computer technology. Likewise with the archive management system for incoming and outgoing mail. The large number of incoming and outgoing letters every day at SMA PGRI 1 Padang makes the Administration section find it difficult to find files because they are looking for data one by one so that it takes quite a long time to search for archives, even archives often cannot be found because of the large number of archives. Realizing this, the title of Archival Management Information System Design at SMA PGRI 1 Padang West Sumatra Province using the Web-based CodeIgniter framework is expected to facilitate the Administration in the process of searching and distributing archives in a short time. The system development method used in this design is the Waterfall method. Because it is web-based, this application has the ability, the admin can manage the user, the Administrative Staff can add, edit, delete and save incoming and outgoing mail, the Head of Administration and the Principal can search for incoming and outgoing mail and can print the periodic letter report. . The results obtained from the implementation of this archiving application are to facilitate the Administration section in the computerized process of filing incoming and outgoing mail so that it becomes more efficient.
Web Scraper Utilizes Google Street View Images to Power a University Tour

Due to the outbreak of the Covid-19 pandemic, college tours are no longer available, so many students have lost the opportunity to see their dream school’s campus. To solve this problem, we developed a product called “Virtourgo,” a university virtual tour website that uses Google Street View images gathered from a web scraper allowing students to see what college campuses are like even when tours are unavailable during the pandemic. The project consists of 3/4 parts: the web scraper script, the GitHub server, the Google Domains DNS Server, and the HTML files. Some challenges we met include scraping repeated pictures and letting the HTML dropdown menu jump to the correct location. We solved these by implementing Python and Javascript functions that specifically target such challenges. Finally, after experimenting with all the functions of the web scraper and website, we confirmed that it works as expected and can scrape and deliver tours of any university campus or public buildings we want.
An Experimental Study of Picture Word Inductive Model to Foster Students’ Vocabulary in an Indonesian Junior Highschool Setting

The objective of the research is to know whether the aplication of Picture word inductive model improve students’ vocabulary at SMP Negeri 2 Jikumerasa. In this research, the researcher used quantitative research method with pre-Experimental design of the one group pretest and posttest. The sample of the research was 26 students learning at the seventh grade of SMP Negeri 2 Jikumerasa which consist of 7 male students and 19 female students. The data were collected by using 30 items of multiple choices test. The data obtained were analyzed by applying dependent t-test the formula. The result of the analysis show that the average score in posttest X2 = 1818 is greater than score of pretest X1 = 1449, calculation of t-test = 9.39 exceeds the t-table = 1.711 at significant level of = 0.05. Thus the alternative hypothesis (Hα) stating that the use of Picture word inductive model improve students English vocabulary is accepted and the null hypothesis (H0) stating that the Picture Word Inductive Model can not improve students‟ English vocabulary is rejected.
Analysis of model fit and item parameter of work and energy test using item response theory

One of the important parts in assessing learning outcomes is using a good instrument that is analyzed using an appropriate analytical model and can measure students' abilities accurately. This study aims to determine the model fit and item parameter of work and energy test using item response theory. This research is a quantitative research that was carried out on the responses of 1177 high school students spread across Banten Province. The instrument is a set of work and energy tests consisting of 25 multiple choices. The data analysis used the item response theory approach with statistical methods ranging from determining the fit model to the item characteristics.. The analysis showed the students' responses to the fit energy and effort test with 9 items of 1 PL model, 17 items of 2 PL model, and 16 items of 3 PL model. Based on the percentage, the 2PL model is suitable than 1PL and 3PL. Further analysis determines the item parameter value by referring to the 2PL model, namely the item parameter difficulty level (b) and discrimination (a). The result shows that all items have difficulty in the range of 2.501 to 1.595, and the discrimination was in the range of 0.289 to 1.109. Based on this analysis, it can be concluded that all items in this test are the good item criteria
PENGARUH PEMBELAJARAN BERBASIS DARING TERHADAP PRESTASI MAHASISWA PRODI DIPLOMA III KEBIDANAN

Pandemic situation covid-19 that hit the world, made everyone forced to isolate themselves in the house, causing all activities to be done at home, including the teaching and learning process. Home learning activities are still carried out using online methods.The purpose of this study is to find out the influence of online-based learning on student learning achievement. The samples in this study were all students of Diploma Three Midwifery Program numbering 70 people.This research uses descriptive design with quantitative approach, data analysis used chi square. The results of the study have the effect of online-based learning on student achievement. Obtained a significance score of 0.025 smaller than 0.05 which means that online learning has an influence on student achievement (P&lt;0.05). It is expected that parents can supervise during the implementation of learning, and it is expected that lecturers can use the right methods so that the material can be absorbed by students properly.
Applying Item Response Theory model for evaluating item and test properties of academic potential test for students with disability

Universitas Brawijaya (UB) is one of the pioneers of inclusive education in higher education in Indonesia. One of the innovations in the policies related to inclusive education is affirmative action admissions special for students with disabilities, namely Seleksi Mandiri Penyandang Disabilitas (Independent Selection for Person with Disabilities), which focuses on accommodating admissions selection for students with disabilities who want to enroll in bachelors or vocational programs. A part of this admission selection is the test called the Computer-Based Academic Potential Test. This study aims to evaluate, from a psychometric perspective, the psychometric properties of the potential academic test. The approach used in this study is the item response theory (IRT) framework, which is mostly used for evaluating psychometric quality at both item-level and test levels. This study's IRT model is a two-parameter logistic model that includes difficulty parameter and discrimination parameter. The result of this study exhibited that the three subtests of the Computer-Based Academic Potential Test, in general, have satisfying results from the 2PL model estimation. The result also showed that most of the item difficulties ranged from medium to very difficult.
Relationship between access to ICT and the use of electronic library resources by scholars and postgraduate students in a rural-based South African university

This study examined access to information and communication technologies (ICTs) and use of electronic library resources (ELRs) in a rural-based university, against the backdrop of ongoing changes in the way people access information. It aimed to investigate access to ICTs and use of ELRs at the University of Venda in South Africa (SA). A quantitative research approach with an embedded survey research design was adapted to collect data from the respondents. Stratified sampling techniques were employed to select the sample size consisting of 45 scholars and 150 postgraduate students. This study used structured questionnaires as data collection instruments. The Statistical Package for Social Sciences (SPSS) was used to analyse the collected data. The findings revealed that UNIVEN scholars and postgraduate students have access to the prerequisite infrastructure and technology for accessing ELRs. Likewise, this study shows that scholars and postgraduate students at UNIVEN have regular access to the internet. However, there is no significant difference in the preferences of electronic databases (e-databases) accessed and used by scholars and postgraduate students. The study recommends that UNIVEN library should provide research commons for scholars and postgraduate students within the library building.
PELATIHAN PENYELESAIAN SOAL-SOAL STRUCTURE AND WRITTEN EXPRESSION BEREKUIVALENSI TOEFL PADA SISWA SMK TELKOM PEKANBARU

In this program, the community service team will provide strategies or tips in solving each problem in the Structure and Written Expression session. Therefore, this program is considered very necessary to make a valuable contribution to the community, especially the students of SMK Telkom Pekanbaru. The stages carried out in the training process to complete Structure and Written Expression questions, among others: (1) The preparation stage for training activities. At this stage, community service activities regarding training for the completion of Structure and Written Expression questions for students of SMK Telkom Pekanbaru. (2) The training phases. At this stage, students are tested for their skills in mastering the Structure and Written Expression questions