Reviewerly/exHarmony huggingface dataset:
EXPLORING THE USE OF CHATBOT AS A MEDIA IN MOTIVATING THE STUDENTS TO LEARN SOLAR SYSTEM AND ENGLISH

The fact that teachers only rely on books as a learning aid for students is unfortunate, especially for elementary school students. They have high desire to explore and love to play with their imaginations. Therefore, an easy and practical technology is an alternative. Through a chatbot, educational materials comprising images, videos, and texts can motivate students in learning English. This study aimed to create a Chatbot AI Zeno to motivate the students in primary school to learn Solar System and English. The research method used in this study is the Research and Development method (R&amp;D).The chatbot design is by the Rapid Application Development (RAD) method, to create the application fast and iteratively. The research subjects in this study were 30 grade 6 elementary school students at Tanjung Barat 04 Jakarta. Data collection techniques used questionnaires, interviews, documentation, and tests. The questionnaire consisted of questions about students' perceptions of chatbot design, about understanding of the material presented on Zeno the Solar System Patrol Man chatbot, and the students' perceptions about it. The results of the chatbot testing received positive responses from the teachers, and the students. Based on the evaluation, 90% of students reported feeling motivated and assisted in their learning while using the chatbot. Thus, the conclusion is that the Zeno chatbot can motivate and aid the learning process.
Application Of The Association Rule Method Based On Book Borrowing Patterns In Bojonegoro Regional Libraries

The library is an institution that processes collections of written and printed works, to meet the educational, research, information, and recreation needs of its users. The Bojonegoro Library Service provides reading materials with a collection of around 24,130 book titles and around 24,130 book copies. The number of registered visitors was 1,424 people. From 2021-2022, there are 303 book lending transaction data. Knowing the results of the Association Rule with the Frequent Pattem-Growth algorithm in determining recommendations for book placement based on borrowing patterns in libraries in the Bojonegoro area. The method used is Association Rule Mining, to produce an efficient algorithm, the algorithm used is the Frequent Pattern Growth (FP-Growth) Algorithm. The characteristic of the FP-Growth algorithm is the data structure used in a tree called FP-Tree. By using FP-Tree the FP-Growth algorithm can directly extract frequent itemsets from FP-Tree. The results of the research carried out by applying the FP growth algorithm with a support value limit of 20% and a confidence value of 80% from a dataset of 144 book lending transactions which became frequent itemsets were a combination of itemsets, resulting in a strong rule of 5 association rules which met the requirements. Can help the Bojongoro Library and archives service to improve the quality of service and can provide recommendations for librarians and as a reference for placing classes of books that are more often borrowed together closer together.
PERANCANGAN SISTEM INFORMASI DESA BERBASIS WEB PADA KANTOR DESA UJUNG SARIBU

The Ujung Saribu Village Office is a government agency located in the Pamatang Silimahuta sub-district, Simalungun Regency, North Sumatra Province. In this day and age, the internet has become a necessity that we must fulfill. Through this media, we can get and deliver various data needed anytime and anywhere. Based on observations and interviews, the population data collection system that runs at the Ujung Saribu Village office is still conventional, namely village officials visit people's homes in Ujung Saribu Village to collect data so it takes a long time. The purpose of this research is to assist village officials in the population data collection process and assist the village community in obtaining the required data and information. To produce a village population data collection system that can provide storage and reports quickly and accurately. This website was built using the PHP programming language and MySQL database and tested using black box testing. With the design of the village website, it is hoped that it can assist village officials in entering population data, so that the risk of errors in entering data can be reduced.
Detection of Chronic Myelogenous Leukemia Applying Support Vector Machine and Feature Extraction

This paper employs image processing and artificial intelligence to detect Chronic Myelogenous Leukemia (CML) in peripheral blood smear images. The study's objective is to create a prototype that uses Otsu's Thresholding and SVM to create a device that can detect CML. Otsu's thresholding and Support Vector Machine Classification are the algorithms used for image processing and artificial intelligence. Roundness, Convexity, Solidity, and Eccentricity were the features that were extracted from the peripheral blood smear image. The results obtained show that 75 out of 78 samples were correctly classified. The system's overall accuracy via the confusion matrix is 96%. Hence, it can be concluded that Otsu's Thresholding, Feature Extraction, and SVM Classifier are algorithms that can detect CML.
Implementation of the Prolanis Online Health Service Management Information System Application (SIMPELPRO) at the Semarang City Public Health Center , Case Study at Padangsari Public Health Center Semarang City

The government is working to reduce the prevalence of chronic diseases and prevent people with chronic diseases from entering the complication stage. One form of effort in this regard is through the chronic disease management program (Prolanis). So that the participants do not know the types of activities and schedules of Prolanis activities so that participants do not take advantage of them. The purpose of this study was to examine the implementation of the online prolanis service management information system application (SIMPELPRO) at the Semarang City Public Health Center, a case study at the Padangsari Public Health Center. This research method is descriptive, with primary data sources from interviews, documentation studies and literature. System design using the prototype method. Prototypes were made and evaluated, and continued to the implementation stage. The result of this study Has been developed using SIMPELPRO web based application for service management of Prolanis activities. The focus of the application in this research is still on the presentation of the health education materials. The development uses the prototype method with UML as a design tool. The application has received positives feedbacks from Prolanis participants, Although some participants have complainedabout limited access to smartphones and the need for assistance for elderly participants.
PENGGUNAAN CLOUD COMPUTING DALAM PERANCANGAN APLIKASI MOBILE BERKONSEP GAMIFIKASI BERKEBUN

Climate change causes an increase in global temperature, which results in rising sea levels and threatens many cities in the future, including Jakarta. Carbon emissions are the primary cause of climate change, which is difficult to reduce. Forests can act as a natural filter for carbon emissions, but deforestation still occurs for various reasons. The author and their team propose a solution by creating an application called "Eden" that uses gamification to encourage users to develop a habit of planting trees. This application encourages the public to participate in saving the earth from global warming and climate change by planting trees around their homes, which can filter some of the carbon emissions in their environment.
Illusory: A Non-Euclidian Concept Adoption in a 3D Puzzle Game

Non-Euclidean, under the context of video games, is a unique game genre that focuses on the manipulation of space, and shapes. Non-Euclidean as a game genre also has a lot of untapped potential in its application but despite this, not a lot of video games are made with non-Euclidean mechanics. Next, under the context of mathematics, the discovery of non-Euclidean geometry is one of the most celebrated moments in its history, but despite this, non-Euclidean geometry is generally viewed by most people as an extremely unorthodox idea, hence, it is extremely difficult to understand. Knowing this, gamifying non-Euclidean geometry may prove to be an effective way to educate the average player regarding this topic as well as showcase the various applications in which non-Euclidean may be used in the puzzle game genre. Given this premise, this project's name is Illusory, a non-Euclidean, single-player, first-person, 3D puzzle video game will showcase the versatility of using portals in puzzle games to create illusions.
Non-English Department Students' Perspectives on the Use of Mobile Technology in English Language Learning Assessment

The use of technology is a common thing in the 21st century learning era. Educational practitioners also follow the rapid development of technology. Especially in learning English which is considered difficult to learn and master, there is one component that has a psychological effect that has the potential to suppress the optimality of student achievement. This is an assessment process carried out on the foreign language. Referring to the view that English is an important language, an idea emerged that assessment in English could be developed to be more attractive by integrating mobile technology. Therefore, this study aims to determine non-English department students' views toward mobile-based assessment in English courses. This research is descriptive qualitative research with categorization as the analysis process. By collecting, reducing and describing data, this study aims to reveal a general view of the implementation of mobile-based assessment in higher education. In general, students feel various improvements in terms of the learning process including excitement in reading and writing assessment. The use of Schoology as the mobile technology supporting learning and assessment seems to be useful as the result of this research
SISTEM INFORMASI PERPUSTAKAAN PADA SD NEGERI 101935 BATANG TERAP BERBASIS WEB

Currently the 101935 Batang Terap publick elementary school library, especially for book borrowers, still uses a system that is still very manual, resulting in errors in the circulation of loan books because the data is not well documented. Therefore, we need a database system application that can manage and process library transaction data in an efficient manner precise and efficient. So the authors are interested and willing to research and create this techno project with the topic entitled Web-Based Library Information System at the 101935 Batang Terap Elementary School. make it easier for librarians to process borrowing and returning data and make it easier to input data, process and process data with an application to produce fast and accurate information. The library information system at the 101935 Batang Terap public elementary school was built using the Sublime text and Xampp applications. The library information system at the 101935 Batang Terap public elementary school was created to be able to provide convenience in the process of borrowing and returning books. With the existence of a library information system at the 101935 Batansg Terap public elementary school, it can assist schools in analyzing and obtaining input material in making decisions. easy to make a report to the head of the librarian.
Media Introduction to Aircraft Engine Collections Using QR Code at Nurtanio Laboratory ITD Adisutjipto

The Public Relations and New Student Admissions Center of the Adisutjipto Dirgantara Technology Institute often collaborates with high schools and vocational schools both from Java and outside Java in terms of campus visits and has a program called Campus Tour. In carrying out campus tour activities, there are several problems that often arise. Therefore, an application called Education for Aero Engineering Adisutjipto (TORERO) was created with a 360° virtual reality tour and voice over which was able to provide information about aircraft engines at the Nurtanio Laboratory using a QR Code. This application is expected to be able to help Public Relations and the New Student Admission Center at the Adisutjipto Aerospace Technology Institute. Application testing uses the Black Box method for system testing, and is carried out on several browsers with the results obtained that all browsers support the use of the TORERO application. User test results using the Likert scale method, obtained results with a success rate of 86.23% with a statement of strongly agree.
Implementation Framework National Institute of Standards and Technology (Nist) Evidence Digital In The Forensic Process Social Media

Many people carry out social media activities which are not only positive activities but also activities that have a negative impact, such as crimes in cyberspace. especially forensics mobile in assisting the resolution of crime cases through social media Instagram with media access smartphone. The biggest problem in the data retrieval process is that the perpetrator deletes or tries to eliminate digital evidence on a smartphone so this research aims to implement the framework National Institute of Standards and Technology to investigate data forensic evidence on social media Instagram accessed via smartphone Android by using tools mobile Edit forensic in data extraction on a smartphone with workflow stages collection, - reporting. This study uses a conversation scenario on the Instagram feature direct message (DM) with conditions including deleting data on the Instagram application. The method used in handling cybercrime with media evidence smartphones is the method National Institute of Standards and Technology (NIST). The results of this study are in collecting data in the form of 25 conversations (chat), 206 images, 86 videos, 5 audio, and 4 call logs on smartphones. However tools MOBILEdit Forensic in returning digital evidence are unable to recover conversations and call logs as a whole.
MEDIA PEMBELAJARAN BAHASA ISYARAT DENGAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE

Interactive learning media is one manifestation of the use of information and communication technology in the field of education. One part of the use of information technology is Augmented Reality, where the use of Augmented Reality in education is still lacking. Education is not only for those with normal physical abilities, but all people have the right to receive an education that is general, as well as children with special characteristics, such as deaf students who are at SLB Negeri 1 Palopo. Deaf students are students who have lost the ability to hear which hinders the process of language information through hearing, because of these limitations the teaching and learning process will become an obstacle, so other media are needed to visualize the alphabetic sign language code so that it can be learned easily and interactively. Augmented Reality is the right technology to overcome this. The implementation of Augmented Reality is used for Android mobile devices with the Multimedia Development life Cycle.
French language abstracts

Restricted accessAbstractFirst published online October 31, 2023French language abstractsVolume 29, Issue 4https://doi.org/10.1177/13563890231205370
Trend Follower for Blockchain Trading

Perhaps times have changed a bit, but there certainly used to be an unwritten law on the trading floor that expected all traders to go hard or go home.
Analysis on the Effectiveness of Implementing Journal Vocabulary Strategy in Reading Comprehension Texts

Vocabulary is the main thing that needs to be known in English, without vocabulary no one can speak English. Many students at school do not know vocabulary in English. Therefore an effective strategy is needed for students to be able to find vocabulary easily, especially when reading in English. Understanding the vocabulary is highly needed to makes students easy in learning. This study aims to examine the use of a learning strategy, namely journal vocabulary in reading comprehension texts. The research method used is library research (literature study) from 5 journals in Indonesia in the period 2013-2023. The results of the study show that the use of journals vocabulary is very effective for students. Journals vocabulary can help them to enrich their vocabulary knowledge, because it is easier for them to memorize vocabulary. In addition, the use of journals vocabulary also increases their independence in learning English vocabulary and journal vocabulary can facilitate them to track their progress in vocabulary knowledge and make it easier for them to understand reading texts. Thus, the use of journals vocabulary is really necessary for students so that they can learn English more pleasantly in the classroom by using this strategy. These results are expected to contribute ideas for skills in the field of English, especially the learning strategy because it has unlimited benefits in the field of education to be developed.
Writing a Kubernetes Operator to Run EVM-Compatible Blockchains

With the rising popularity of blockchain technology, there is an increasing need for efficient ways to deploy and manage blockchain networks.
Feature distillation from vision-language model for semisupervised action classification

The training of supervised machine learning approaches is critically dependent on annotating large-scale datasets. Semisupervised learning approaches aim to achieve compatible performance with supervised methods using relatively less annotation without sacrificing good generalization capacity. In line with this objective, ways of leveraging unlabeled data have been the subject of intense research. However, semisupervised video action recognition has received relatively less attention compared to image domain implementations. Existing semisupervised video action recognition methods trained from scratch rely heavily on augmentation techniques, complex architectures, and/or the use of other modalities while distillation-based methods use models that have only been trained for 2D computer vision tasks. In another line of work, pretrained vision-language models have shown very promising results for generating general-purpose visual features with reports of high zero-shot performance for many downstream tasks. In this work, we exploit a language-supervised visual encoder for learning video representations for video action classification tasks. We propose a teacher-student learning paradigm through feature distillation and pseudo-labeling. Our experimental results are a proof-of-concept revealing that multimodal feature extractors can be utilized for spatiotemporal feature extraction in a semisupervised learning context and show compatible performance with SOTA methods, especially in a low-label regime.
Evaluation and Ranking of Persian Mobile Apps for COVID-19

Introduction: Recently developed mobile apps for controlling COVID-19 have the potential to help fight the pandemic. But assurance regarding the quality of available apps is essential to proving their validity for usage. This study was aimed at evaluating and ranking the apps in Persian developed for COVID-19 in Iran.Material and Methods: 122 apps for COVID-19 in the Persian language were founded in the Miket, CafeBazar, ParsHub, and Charkhooneh app markets. Based on inclusion criteria, 13 apps were selected. The apps were evaluated by two independent reviewers and ranked according to a validated evaluation and ranking tool specifically for the Persian apps for information content, usability, design, ethics, security, privacy, and subjective quality. Kendall’s coefficient of concordance was used to calculate the agreement between two raters based on the mean of their scores for each app (p-value&lt;0.05).Results: Five functional and subjective quality criteria were used. Mask was the app with the highest level of the specific score (mean score: 4.10, subjective quality: 4). The Corona test-Davoudi was the app with the lowest level of the specific score (mean score: 1.85, subjective quality: 1.50), which needs more improvement. The reviewed apps mainly need improvement for data security and privacy, requiring more technical tasks.Conclusion: There is a need for improvement, particularly in terms of privacy and data security, for Persian COVID-19 apps. Develop a valid guideline that could be effective in improving app quality. In addition, the modern technologies that have already proven successful worldwide should be considered by mobile app developers.
Blending Stationary Gaussian Random Fields for Locally Varying Anisotropy

Summary Nonstationary gaussian random fields are more challenging to work with than their stationary counterparts, as standard methods are not generally applicable to them. One type of nonstationary that is of interest to geomodellers is locally varying anisotropy (LVA), whereby dominant directions of correlation are location-dependent. We describe a practical way to generate realisations of a nonstationary GRF with locally varying anisotropy. Our approach is to generate realisations of stationary gaussian random fields first, and then blend them together in a way that achieves the desired effect. We briefly demonstrate the use of the method on a truncated gaussian model of facies. The approach can be extended beyond locally varying anisotropy, to more general types of nonstationary.
Impact of Ensemble Size and the Need for Localization in Ensemble History Matching

Summary This paper investigates the implications of ensemble size and the importance of localization in ensemble history matching. Increasing the ensemble size is known to reduce the impact of sampling errors, but determining the appropriate size, N, to ensure a strong signal-to-noise ratio remains challenging. Ensemble history-matching methods use the correlation between uncertain parameters and predicted measurements to compute linear updates to the input parameters. However, the nonlinear relationship reduces the correlations. Practical limitations in computational resources and simulation time restrict the ensemble size, often leading to spurious updates in the posterior ensemble when computing the global analysis. To address this issue, we introduce a consistent correlation-based localization method. Instead of using physical distances, this method selects measurements based on their correlation strength with the updated parameter. The paper presents examples using the REEK model, demonstrating how increasing the ensemble size improves the correlation functions and how localization reduces spurious updates and avoids underestimating the posterior variance. The paper also indicates the need to include uncertainties in historical-rate controls and account for measurement error correlations when computing update steps. An ensemble size of around 200 is suggested for the current example to ensure physically significant correlations.