Reviewerly/exHarmony huggingface dataset:
Number of Attention Heads vs. Number of Transformer-encoders in Computer Vision

Determining an appropriate number of attention heads on one hand and the number of transformer-encoders, on the other hand, is an important choice for Computer Vision (CV) tasks using the Transformer architecture. Computing experiments confirmed the expectation that the total number of parameters has to satisfy the condition of overdetermination (i.e., number of constraints significantly exceeding the number of parameters). Then, good generalization performance can be expected. This sets the boundaries within which the number of heads and the number of transformers can be chosen. If the role of context in images to be classified can be assumed to be small, it is favorable to use multiple transformers with a low number of heads (such as one or two). In classifying objects whose class may heavily depend on the context within the image (i.e., the meaning of a patch being dependent on other patches), the number of heads is equally important as that of transformers.
Design and Build a 2D Mobile-Based Adventure Game Named “Astronaut Go”

The prolonged Work From Home (WFH) policy causes boredom, saturation and stress to arise so that it can interfere with one's psychology. Therefore, one has to do a lot of activities that aim to entertain oneself so as not to get bored and relieve excessive stress, one of which is by playing online games. Online game is a game that can be accessed by several players who are connected to one internet network. One of the most popular games among the public to entertain themselves is an adventure genre game. Adventure games are one of the most popular genres among the public because the gameplay of adventure games has its own charm and can be used as a learning medium. Indirectly an adventure genre game educates players/users with the aim of learning. Education can be defined as a learning process that aims at developing self-potential to realize a better learning process. In the learning process, one must increase interest in learning, one of which is by making learning methods more interesting and not boring. Then made a 2D adventure game called "Astronaut Go" based on mobile. It is hoped that with the making of the Astronaut Go game, it will help reduce boredom and stress a little and can also educate players/users who have difficulty learning in the field of the solar system.
Sabertooth Based Smart Electric Wheelchair with Advanced Features

This paper describes the working of a Sabertooth based high power smart wheelchair. It is focused at removing the wheelchair drive issues by using a compendious motor driver. This driver is programmed and synchronized to allow stable movement in long drives, ramps, and slopes along with over current and heating protection. In addition, it aims at making disabled people independent by decreasing the use of physical, perceptual and cognitive skills. Further, it has been integrated with an Arduino, obstacle avoidance sensors (HC-SRO4), pulse and temperature sensors, and an android app to create automatic controllability and a comfortable drive with added monitoring features.
Efektivitas Penggunaan Game Edukasi di Sekolah Dasar: Sistematis Literatur Review

The low knowledge of teachers about the learning media needed in learning during the COVID-19 pandemic as well as the 21st century greatly affects learning media. So this study aims to determine the type of educational game-based learning media in the learning process in elementary schools and the effectiveness of the use of educational game-based learning media used in the learning process in elementary schools. The method used is systematic literature (Systematic Literature Review) using PRISMA diagrams. The database used to search for literature uses two digital libraries, namely Harzing, WOS, Google Scholar and Garuda. In order for the selected literature to be relevant, use the keyword “Game education”. The next step is to search for scientific article publications from 2016 to 2021 which discuss the use of educational game-based learning media in the learning process in elementary schools. The results of the search for scientific articles contained 17 articles that would be analyzed and synthesized. The analytical technique used is the narrative method by grouping the extracted data. The result of this research is that educational games can be developed and applied to various fields of study or subjects using Experimental and R&amp;D methods. when applying educational games using Experiments and when you want to innovate, you can use the R&amp;D research method.
IMPLEMENTASI METODE RAPID APPLICATION DEVELOPMENT (RAD) DALAM PERANCANGAN SISTEM INFORMASI PERPUSTAKAAN PADA SMPN 22 PADANG

The library of SMP Negeri 22 Padang in managing library data, both member data, borrowing books, returning books to making reports, still uses paper media in recording data in the library. Rapid Application Development (RAD) this method aims to shorten the time in planning, designing, and implementing a system compared to traditional methods. The RAD method has phases viz. (1) Planning the requirements of the system, (2) design workshops, (3) implementation that involves users in designing the system. The rapid application development (RAD) method is used as a reference for developing this software and is implemented into an application program using the PHP programming language, XAMPP 3.2.1 as a MySQL- based database creation software and testing is carried out using black box techniques. The results of the development of this library information system can make it easier for library admins to ma nage library data easily, officers can carry out the process of adding borrowing and returning books in the library quickly, thus saving time in making reports.
The Society's Use of Digital Literary Reading Applications

Reading literature requires a process of communication between the writer and the reader as an awareness of the constellation of authors. Furthermore, in this digital era, obtaining digital literature has gotten easier. There are indeed various applications for reading digital literature that the public may utilize to meet their reading demands. The suitable reading application and the correct pattern of information retrieval will have a significant impact on the acquisition of literature to be read. This retrieval will have an impact on people's experiences reading digital literature. As a result, the goal of this study is to investigate the society's use of digital literature reading applications in Tulung District, Klaten Regency. The approach used in this study is qualitative. Interviews, documentation studies, and observations had been used to acquire data. Tulung District residents who have utilized digital literary reading programs in their daily lives were interviewed. According to the results of this study, the informants in this study were generally familiar with the various reading digital literature applications. However, Wattpad is the program they use the most to read digital literature. The application provides access to a variety of literature. The informants most commonly access and appreciate literature in the romance category. The results of this study may be utilized to provide a collection of literary reads in the library based on the types and genres of literature that are of public interest.
Stylistic evolution of magazine and book graphics by “Blue Rose” artists

The works of the “Blue Rose” artists in the field of magazine and book design allow us to judge the nature of the stylistic evolution of their graphic language. In the drawings that decorated the pages of periodicals of the 1900s, a single set of techniques is often used, and the fascination of the whole group with the aesthetic ideas of symbolists becomes obvious. But gradually the masters of this circle move away from purely decorative ornamental fantasies, get carried away with solving more complex problems. In the 1920s and 1930s, their desire to overcome the painful extremes and pretentious significance of modernity, the search for a language much more intelligible and concise, became obvious.
Sistem Informasi Sekolah Pada SMK Kader Pembangunan

Speaking more about school information systems, today there are many computer applications that are devoted to the creation of applications, for example Mirosoft Access, Borland Delphi, and Visual Basic or web-based. But, in fact in SMK Kader Pembangunan Baturaja school data processing has not used computer-based application programs. This research aims to create a school information system in SMK Kader Pembangunan. The research method used is by waterfall method. This system is expected to facilitate and speed up the process of collecting, processing, and managing data or information, and support the implementation of teaching and learning in schools.
Pengembangan Instrumen Penilaian Aspek Kognitif Berbasis Media Audio Pada Materi Teks Negosiasi Siswa Kelas X SMA

&#x0D; &#x0D; &#x0D; &#x0D; This study aims to develop and test the feasibility of an audio media-based cognitive aspect assessment instrument for negotiating text material for class X students of SMA Bhayangkari 1 Medan based on research from material expert validators and design experts. The total population of students is 79 students and the sample taken is 25 students, namely class X MIA 1. The source of data in this study is a questionnaire. The data collection techniques used in this study were observation and interviews. This type of research is 4-D research and development by Thiagarajan which consists of four stages, namely define, design, development, and dissemanitoin. The results of this study indicate that the audio media-based cognitive aspect assessment instrument on the negotiating text material for class X SMA students has met the good category. The assessment of the level of validity of the audio media-based cognitive aspect assessment instrument by material experts obtained an overall average of 84% with the criteria "Very satisfactory" and media experts obtained an overall average of 94% with the criteria "Very Satisfactory". Assessment of the effectiveness of the audio-media-based cognitive aspect assessment instrument by the teacher was obtained with an average of 94%, and individual trials obtained a score of 79.66%, small group trials obtained a score of 82%, and limited group trials obtained a score of 83, 8%. So it can be concluded that the audio media-based cognitive aspect assessment instrument in the negotiating text material for class X students of SMA Bhayangkari 1 Medan is valid and feasible to be used as an audio media-based cognitive aspect assessment instrument.&#x0D; &#x0D; &#x0D; &#x0D; &#x0D;
Growth model of Cynoglossus semilaevis based on improved parallel BP neural network

Models constructed based on parallel BP neural networks are gradually used in data processing and mining because of their multidimensional non-linear fitting capability and better performance in terms of fitting effect and training speed. However, existing parallel BP neural network models are still trained serially within a single map task, which affects the performance of the models. Based on this, a combinatorial division method is proposed to achieve parallel training within map tasks and to construct an improved parallel BP neural network Cynoglossus semilaevis growth model. In this paper, we use the actual culture data under the factory recirculating water culture model to construct Cynoglossus semilaevis growth model. It was concluded from the experiments that values of running time, RMSE and MAPE of Cynoglossus semilaevis growth model based on improved parallel BP neural network were 51s, 6.79 and 1.34%, respectively.
Exploring the Impact of Process-genre Approach on Learners’ Academic Writing and Higher Order Thinking Skills

Background. The study of using process-genre approach that was used to increase the writing competence had been conducted by many researchers. However, the contirbution of this learning approach for HOTs aspects has not been done by many researchers, especially on learning writing Indonesian&#x0D; Purpose. Many studies only focused on one research approach, consequently, the finding was not quite comprehensive. Besides, to examine the effect of process-genre approach on academic writing competence and HOTs, this research also aimed to explore attitude and students’ expectation on their learning experience by using this approach.&#x0D; Method. The research used a sequential, mixed-method explanatory approach. Two grades were randomly chosen to enroll in the experimental class and a monitoring class of up to 52 students. The individual is a member of the Indonesian language education department who is currently taking the writing 1 course at the Bengkulu University, Indonesia. There are two instruments used in this analysis, the writing test &amp; HOTs test for Quantitative statistics and semi-structured qualitative data interviews. The data from the writing test and the HOTs were quantitatively analysed for the paired sample t-test, the stand-alone sample t-test and the MANOVA, while the interview data were analysed using thematic analysis techniques.&#x0D; Results and Implications. The results have found that process-genre approach had a substantial positive effect on scholarly writing and student HOTs. Besides, thematic research also reveals that there are favorable views and expectations of students regarding the influence of the process-genre approach towards academic writing and student HOTs. This finding is iexpected to enrich knowledge about how students could enhance their writing ability and HOTs by using process-genre approach.
Analisa Kualitas Layanan Web Pendaftaran Online Pada MI Satria Menggunakan Metode Servqual

The problem raised in this study is whether the use of online new student admission information systems at MI SATRIA DKI Jakarta has an effect on user satisfaction. PPDB Online is still poorly understood by prospective students because of the complicated registration system process and the lack of knowledge in the IT field for prospective students who want to register. The problems that arise because of concerns about the difficulty of registering are aimed at knowing and analyzing the effect of service quality consisting of reliability, responsiveness, assurance, empathy, and tangible variables on user satisfaction. From the calculation results, the GAP value is obtained based on the ranking, namely, responsiveness, ranking 1, GAP value -1.95, reliability ranking 2 with GAP value -1.92, assurance ranking 3 with GAP value -1.86, ranking 4 empathy with GAP value -1, 83, ranked 5 tangible with a GAP value of -1.51. The method is by analyzing the gap between the expected service variable and the perceived service. Importance Performance Analysis and 5 dimensions of service quality consist of tangibles, reliability, responsiveness, assurance, and empathy. And in the implementation problem in quadrant 1 the quality of service is still said to be low and must be improved. The effect of user satisfaction when viewed from the IPA diagram, there are the most attributes in quadrant 2, namely the quality of website services that have been fulfilled and must be maintained, but when viewed from user satisfaction from the five dimensions of service quality there is a gap between expectations and the reality of the services received with a value of less than 1, it can be said that it is still not optimal in user satisfaction.
Penerapan Sistem Informasi Presensi Pengunjung Perpustakaan Berbasis RFID di SMA Negeri 1 Pamekasan

SMA Negeri 1 Pamekasan is one of the favorite schools in Pamekasan Regency which was the International Standard School Pioneer (RSBI) in 2009-2014. However, library activities are still carried out completely manually. Visiting library members are not properly recorded, many problems occur during the circulation process, difficulties in searching for books, book collections are not completely recorded and without labeling, they are only stored in excel form. This will hinder the process of reporting and presenting data in statistical form. The solution offered by the Community Service (PKM) team with the 2019 RISTEKDIKTI funding source is to switch to a digital library based on Radio Frequency Identification (RFID) technology to facilitate visitor recapitulation, book collection searches, circulation processes and bibliography. The digital library is designed with a client server network topology and uses a modified SLIM application so that it can be integrated with the use of RFID cards. The RFID card functions as a library membership card as well as a student card, Teacher and Tu ID card. All library members have used their identity cards to carry out transactions at the library including attendance by sticking the card on the smartcard reader, borrowing and returning reading books
Penggunaan Media Foto Dalam Menulis Kalimat Sederhana Bahasa Jerman

Abstract. This research was conducted to obtain data and information about students' ability to write simple sentences in German using Photo Media. This research is an experimental research. The population of this study were all students of class XI IPS SMAN 11 Makassar which consisted of 3 classes with a total of 120 people. The sample of this study consisted of two classes as follows: class XI IPS 1 with 20 students as the experimental class and class XI IPS 3 with 20 students as the control class. Samples were selected randomly (Random Sampling). The research data was obtained through a simple sentence writing test with the theme Die Familie. Data analysis by t-test. The results of data analysis showed tcount 4.78 &gt; ttable 2.03 at a significant level of 0.05. The results of this study indicate that the use of Photo media is effective in writing simple sentences in German for class XI IPS 1 students of SMAN 11 Makassar.Keyword: Effectiveness, Photo Media, Writing sentences, German
SOME QUESTIONS OF THE USE OF INTELLECTUAL EDUCATIONAL RESOURCES TO INCREASE THE EFFICIENCY OF TEACHING MATHEMATICAL DISCIPLINES IN UNIVERSITIES

2, 5.8.3, 5.8.7)
Quantum Composition and Improvisation

Quantum mechanical systems exist as superpositions of complementary states that collapse to classical, concrete states upon becoming entangled with the measurement apparatus of observer-participants. A musical composition and its performance constitute a quantum system. Historically, conventional musical notation has presented the appearance of a composition as a deterministic, concrete entity, with interpretation approached as an extrinsic act. This historical perspective inhabits a subspace of the available quantum space. A quantum musical system unifies the composition, instruments, situated performance and perception as a superposition of musical events that collapses to concrete musical events via the interactions and perceptions of performers and audience. A composer captures superposed musical events via implicit or explicit conditional event probabilities, and human and/or machine performers create music by collapsing interrelated probabilities to zeros and ones via observer-participancy.
Proposal for Shoe Box with Facial Recognition and Automatic Putting in and out of Shoes

Cases of customers' shoes are putted on the wrong shoes by other or stolen in restaurants and other establishments have been identified. To eliminate the loss of shoes in restaurants and public facilities, this paper proposes a shoe box that uses facial recognition to manage shoes. The system also features a function that automatically stores removed shoes in a shoe box so that the elderly and physically challenged can easily take shoes in and out of the shoe box. First, users remove their shoes at a designated area. The camera then stores the user's facial information and automatically stores the shoes in the shoe box. When the shoes are to be removed, the camera checks the user's face and looks for the same face from the faces stored when the shoes are stored. If the same face is found, the shoes of the corresponding user are automatically removed from the shoe box. If the same face is not found in the list, the shoes are not taken out and an error message is displayed. The shoe boxes can be used to prevent someone putting on the wrong shoes or stealing shoes stored in the shoe box. In addition, automatic shoe putting in and out makes it easier for disabled people to store and remove shoes from shoe boxes.
Mobile Application as a Learning Tool

With advancements in computing and mobile technologies, mobile devices nowadays contain the processing power of a small computer.Accessibility and ease of interaction with mobile devices alongside their access to different online material and sources has made them a considerable tool for education.There have been different lines of research for development of mobile applications that are used for teaching/learning sports (
Pengaruh Penerapan Media Animasi Audio Visual Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPS Kelas IV Di SDN 04 Pedamaran Oki Sumatera Selatan

This study aims to determine student learning outcomes before and after applying audio-visual animation media to social studies subjects for grade IV SDN 04 Pedamaran, and to the effect of applying audio-visual animation media to student learning outcomes in grade IV at SDN 04 Pedamaran. Subjects in this study amounted to 22 students. This study uses a descriptive quantitative method with data collection techniques in the form of; observation, interviews, tests, and documentation. The analysis in this study uses the statistical formula for the "t" test for two small samples (N less than 30), while the two small samples have a relationship with each other. The results of this study are: 1) The average score of students before applying audio-visual animation media in class IVb is 62.28. 2) The average value after applying audio-visual animation media is 82.72. The test scores of student learning outcomes after the application of audio-visual animation media (post-test) increased or were better than student learning outcomes before the application of audio-visual animation media in the initial test (pre-test) in social studies subjects for class IV SDN 04 Pedamaran. 3) By comparing the amount of "t" obtained in the calculation (= 9.217) and the amount of "t" listed in the table of t values ​​(5% = 2.831 and 1% = 2.517) it is known that is greater than 2.831 &lt; 9.217 &gt; 2.517. The value is greater than because of the difference in student learning outcomes test scores between before and after applying audio-visual animation media to social studies subjects on types of work, which is a significant difference or a convincing (significant). So that can be concluded that audio-visual animation media has a significant influence on student learning outcomes in social studies subjects, material types of work in class IV at SDN 04 Pedamaran.