Reviewerly/exHarmony huggingface dataset:
Kajian Penerapan Konsep Lingkungan Restoratif pada Bangunan Masjid 99 Kubah di Makassar

This study aims to determine the object of research applying the criteria as a restorative environment. The object of this study is the 99-domes mosque located in the central Point of Indonesia (CPI) Tanjung Bunga Makassar. The method used is descriptive analysis method, which is by collecting data and comparative studies and then analyzed and concluded. In collecting data, conducted several ways such as literature studies to obtain relevant data and references, then interviews, as well as field observations to directly feel the atmosphere of the object to be discussed. The results showed that the existence of this mosque can give the community a restorative experience. The experience of calm and peace from to these criteria has managed to restore the physical and psychological condition of the people. It can be said that visitors regain their energy and motivation to undergo the next activity.
Erard: A Passion for the Piano Robert Adelson New York: Oxford University Press, 2021 pp. xii + 238, ISBN 978 0 197 56531 5

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Chatbot

Chatbots have become an integral part of modern customer service and communication. Rule-based chatbots, in particular, offer a simple and cost-effective solution for businesses and organizations to interact with their customers through a conversational interface. This paper explores the design and implementation of rule- based chatbots, the underlying technologies and tools, and the challenges faced while building and deploying such systems. The paper also discusses the limitations of rule-based chatbots and their future prospects. Chatbots have become a popular tool for businesses to interact with their customers and provide information and support. This paper explores the design and implementation of a bakery’s rule-based chatbot, focusing on providing information about the bakery's menu items. The chatbot's design process, implementation, and challenges faced while building and deploying the system are discussed. The paper also highlights the limitations of rule-based chatbots and their prospects in the context of the bakery industry.
Hardware-software co-design of an open-source automatic multimodal whole slide histopathology imaging system

Advanced digital control of microscopes and programmable data acquisition workflows have become increasingly important for improving the throughput and reproducibility of optical imaging experiments. Combinations of imaging modalities have enabled a more comprehensive understanding of tissue biology and tumor microenvironments in histopathological studies. However, insufficient imaging throughput and complicated workflows still limit the scalability of multimodal histopathology imaging.We present a hardware-software co-design of a whole slide scanning system for high-throughput multimodal tissue imaging, including brightfield (BF) and laser scanning microscopy.The system can automatically detect regions of interest using deep neural networks in a low-magnification rapid BF scan of the tissue slide and then conduct high-resolution BF scanning and laser scanning imaging on targeted regions with deep learning-based run-time denoising and resolution enhancement. The acquisition workflow is built using Pycro-Manager, a Python package that bridges hardware control libraries of the Java-based open-source microscopy software Micro-Manager in a Python environment.The system can achieve optimized imaging settings for both modalities with minimized human intervention and speed up the laser scanning by an order of magnitude with run-time image processing.The system integrates the acquisition pipeline and data analysis pipeline into a single workflow that improves the throughput and reproducibility of multimodal histopathological imaging.
Profil Kemampuan Literasi Numerasi, Digital dan Budaya Siswa Kelas IV UPTD SD Negeri Riominsi

This study aims to determine: 1) the profile of the numeracy literacy ability of the fourth grade students of UPTD SD Negeri Riominsi, 2) the profile of the digital literacy ability of the fourth graders of the UPTD SD Negeri Riominsi, 3) the profile of the cultural literacy ability of the fourth graders of the UPTD SD Negeri Riominsi. The results showed that the fourth grade students' numeracy literacy skills were still in the low category with a percentage of 25%. For the digital literacy ability of fourth graders is also still in the low category. This is obtained from data from interviews and observations made by researchers, namely the digital literacy ability of fourth graders as much as 25%. Meanwhile, for cultural literacy skills, when viewed from the data from interviews and observations made by researchers, as much as 25%, this shows that the cultural literacy skills of fourth graders are still in the low category. Based on the results of data analysis there is an increase from 25% to 50%.
MEDIA PEMBELAJARAN PENGENALAN LAMBANG BILANGAN PADA ANAK USIA 4-6 TAHUN: KAJIAN LITERATUR

This study aims to determine the learning media for the introduction of number symbols for Early Childhood Education. The data in this study were obtained through a literature study research method. The researcher collects and analyzes all the data in the study from various existing sources to obtain information relevant to the problem to be solved through a systematic technique using the keywords symbol number and early childhood education. The data or information comes from books, theses, theses, journals and research articles from official websites that have been indexed and accredited. Early Childhood Education basically has to pay attention to aspects of development in children, especially cognitive development to recognize number symbols. The introduction of number symbols emphasizes the understanding of number symbols that must be understood by children. Children aged 4-6 years are in the pre-operational stage, the stage where children begin to recognize symbols or symbols, so teachers need interesting learning media as a tool to introduce number plates to children so that children can easily understand the material and learning will become more meaningful. The results of the study show a variety of learning media developed to help introduce number symbols to children aged 4-6 years
Code Mixing Analysis in Group Discussion Activitiy in Speaking Class

The aim of this research was to figure out the code mixing that existed in English communication among the students while doing group discussion and to classify the types of code mixing that occurred during this speaking activity. Actually, code mixing may probably happens while English is being taught as the foreign language since we have Indonesian as our first language so that the concept of bilingualism could be built among Indonesian students. For example, the English students of Universitas PGRI Sumatera Barat in 2021 Academic year, as the subjects of this research, used code mixing during the speaking activity although most of them are good enough in English. This phenomenon became the big concern for the researchers to do this research by using descriptive qualitative design, because the researchers need to analyze and to describe the types of code mixing. The data of this research are all utterances of code mixing used by the students during the discussion. The instruments were observation, field note and recording. After analyzing the data, the researchers found that there are three main types of code mixing; insertion, alternation and congruent, used by the students while doing discussion. It is hoped that the result of this research make all the teachers aware that the fluency of speaking English could not be obtain since the students allow their mother tongue interfere their English so that the teachers should find out the strategies to avoid code mixing among the students while doing speaking activities.
COOPERATIVE LEARNING MODEL IN TEACHING FOREIGN LANGUAGES

Cooperative learning method defined as the instructional use of small groups, so the students work together to maximize their own and the other’s learning. Cooperative learning was based on the social interdependence on individual interaction within a given situation which, in turn, affects the outcome of that interaction. In cooperative learning, the development of interpersonal skills was as important as the learning itself. Cooperative learning was not assigning a report to a group of students where one student did all the work and the others put their names on the product as well. Cooperative learning involves much more than being physically near other students, discussing material, helping, or sharing material with other students. The aim of This research is to explore how the cooperative learning method be implemented in daily teaching language activities, what is cooperative learning method, what are the strengths and the weaknesses using cooperative learning method in teaching language. So it could be concluded that the application of this model in teaching language can increase student activity, so that student learning outcomes will be better because students who always complete all teaching and learning activities so that they can master the material being studied
IDENTIFIKASI PERFORMA ALGORITMA BLAKE3 UNTUK VALIDASI DATA

This study aims to test the ability and performance of the BLAKE3 algorithm in determining data integrity. The test will conduct a series of trials using the checksum method to obtain the hash value of a data using the BLAKE3 algorithm. The parameters tested are computation time, power consumption, CPU thread, and data size. This test shows that the BLAKE3 algorithm is able to validate data. With this test, the use of the BLAKE3 algorithm has optimal parameters that can be set in order to get the fastest and most efficient results of computing time and power consumption.
Acute and chronic physical activity improves spatial memory in an immersive virtual reality task

Physical activity benefits both fitness and cognition. However, its effect on long-term memory is unclear. In this study, we evaluated the effect of acute and chronic exercise on long-term spatial memory for a new virtual reality task. Participants were immersed in the virtual environment and navigated a wide arena that included target objects. We assessed spatial memory in two conditions (encoded targets separated by a short or long distance) and found that 25 min of cycling after encoding - but not before retrieval - was sufficient to improve the long-term memory retention for the short, but not for the long distance. Furthermore, we found that participants who engaged in regular physical activity showed memory for the short-distance condition whereas controls did not. Thus, physical activity could be a simple way to improve spatial memories.
Internal Factors Hindering the attainment of English Proficiency in ASEAN Common Competency Standard

This study is aimed to investigate internal factors hindering the attainment of English proficiency standards in the Common ASEAN Tourism Curriculum. The study was conducted to tourism students. The study used a descriptive qualitative method and the data were gained through questionnaires for the students in three sub-divisions; Hotel Accommodation, Food and Beverage, and Hotel Engineering. The findings showed that there are several internal factors that hinder the attainment of English proficiency standards. The internal factors include the lack of confidence to use English in interaction in the learning process and outside the class; the minimum ability to reach general English and English proficiency standards; the monotonous learning style in learning English; the lack of self-esteem in case of following the learning process by doing an assignment or practicing; the limited exploration and use of knowledge about English terms based on their subdivision; the lack of intrinsic motivation as the reason to improve their skill in English; the passive attitude by the students toward learning process of English subject.&#x0D; &#x0D; Keywords: English proficiency standard; Common ASEAN Tourism Curriculum; internal factors
RANCANG BANGUN PERMAINAN TRADISIONAL KALIMANTAN TENGAH BAGAPIT MENGGUNAKAN ALGORITMA ALPHA BETA DAN MTD(F)

Bagapit is a traditional game from Central Kalimantan. This game is usually done in free time or after doing daily tasks. This traditional game has begun to be forgotten, because of the rapid development of technology. In this day and age, people prefer to play games with gadgets. Therefore, to preserve and introduce this game to the wider community who are already familiar with technology, it is necessary to create a mobile-based bagapit game application. This game was made using the Multimedia Development Life Cycle (MDLC) method. This method consists of 6 stages, namely concept, design, collecting material, assembly, and testing. In this research, the system design is made by making use case diagrams, activity diagrams, storyboards, and User Interface designs. The material collected at the material collecting stage consists of background, object images, and audio. To determine the steps in the game, the Alpha Beta pruning algorithm and the MTD(f) algorithm are used. The making of this bagapit game uses the Godot Engine which uses the GDScript programming language. Testing is carried out using the black box testing method to ensure all functions in the game can function properly. This game consists of 3 levels that players can choose from. It is hoped that this game can introduce, provide insight, and preserve the bagapit game which is a traditional game typical of Central Kalimantan to the general public.
Implementation of Conjugate Gradient Bacpropagation Algorithm in Predicting the Percentage of Formal Labor in Sumatran Pulau

Formal workers work for companies as trained workers or those whose job status is employees and employees. They get stronger legal protection and official employment contracts and are in organizations that are legal entities. This paper aims to prove and implement the conjugate gradient backpropagation algorithm that can predict data on trends in formal labour on the island of Sumatra's impact Covid-19. The research data is on the percentage of formal workers on the island of Sumatra in 2015-2021, whose source is the Central Statistics Agency (BPS). This study uses 5 architectural models, namely 5-10-1, 5-15-1, 5-20-1, 5-25-1, 5-25-1, 5-30-1, 5-35-1. Of the five architectural models that have been used, the best architecture is obtained, namely the 5-20-1 model with a perf result of 0.000000002, literacy 292 in 4 seconds
A Deep Learning Approach for Efficient Anomaly Detection in WSNs

Data reliability in Wireless Sensor Networks (WSNs) has a substantial influence on their smooth functioning and resource limitations. In a WSN, the data aggregated from clustered sensor nodes are forwarded to the base station for analysis. Anomaly Detection (AD) focuses on detecting outlier data to ensure consistency during data aggregation. As WSNs have critical resource limitations concerning energy consumption and sensor node lifetime, AD is supposed to provide data integrity with minimum energy consumption, which has been an active research problem. Hence, researchers are striving for methods to improve the accuracy of data handled with a concern on the constraints of WSNs. This paper introduces a Feed-forward Autoencoder Neural Network (FANN) model to detect abnormal instances with improved accuracy and reduced energy consumption. The proposed model also acts as a False Positive Reducer intending to reduce false alarms. It has been compared with the other dominant unsupervised algorithms over robustness and other significant metrics with real-time datasets. Relatively, our proposed model yields an improved accuracy with fewer false alarms thereby supporting a sustainable WSN.
Environmental Testing Becomes More Sustainable

The accreditation of a refrigerant with reduced global warming potential means users of test chambers can meet the latest regulations now and in the future
Pengaruh Pemanfaatan Media Audio Visual Terhadap Pembelajaran di MTsN 3 Kabupaten Aceh Barat

The purpose of this study was to determine the effect of using audio-visual media on learning at MTsN 3 Aceh Barat. The method that researchers use in this study is a quantitative method. Data collection methods used are interview methods, observation methods, questionnaire methods and documentation methods. The number of samples was 2 classes, namely class 8c and 8e, which were taken using the Proportionate Stratified Random Sampling technique. The hypothesis in this study (H0) is that the use of audio-visual media affects learning at MTsN 3 in West Aceh. While the hypothesis (H1) is the use of audio-visual media does not affect learning at MTsN 3 in West Aceh. Based on the results of the research, the correlation coefficient on the results above shows 0.673 or is negative so that the relationship between the variables is in a different direction. This can be interpreted that the audio-visual media factor will not affect the learning conditions at MTsN 3 Aceh Barat. With a significance of 0.673&gt; 0.05 that audio-visual media has no significant relationship with learning conditions at MTsN 3 Aceh Barat.
Implementasi Metode Two Stay Two Stray Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran SKI Kelas XI Man 2 Langkat

This aims to determine how the implementation of the two stay two stray method to improve student learning outcomes in class XI MAN 2 Langkat. This research is a qualitative research, data collection is done by conducting interviews, observations or observations and documentation. The examination of the validity of the data was carried out by conducting data triangulation, namely comparing data from direct observations with data from interviews with educators and related documentation. The results showed that the learning process using the two stay two stray method had been going well. The teacher’s role as a motivator, facilitator and organizer has been maximized. This means that the learning achievement goals are in line with expectations, according to the title of this thesis, namely the implementation of the two stay two stray method to improve student learning outcomes in class XI MAN 2 Langkat.
The Mediation Effect of Business Environment on How Firm Characteristics Relate to Environmental Disclosure in Tanzania's Extractive Industry

This study determines the function of the business environment as a mediating factor on how firm characteristics relate to the environmental disclosure in the Tanzanian extractive industry through legitimacy and stakeholder theories lens. The analysis makes use of panel data from the 2018 Tanzania Extractive Industry Transparency Initiative (TEITI) report covering the years 2004 to 2018, following the adoption of an environmental management Act and its implementing laws in Tanzania. To extract data from yearly reports, the manifest content analysis was employed. The results show that the relationship between corporate profitability, size, and environmental disclosure is mediated by pressure of stakeholders. Furthermore, the findings imply that the relationship between size of firm and environmental disclosure is mediated by visibility by the media. However, the legal need does not operate as a buffer between any firm characteristic and environmental disclosure, indicating that laws, regulations, and rules are not the only drivers of environmental disclosure. For the first time, the study introduces, quantifies, and examines the business environment as the only justification for environmental disclosure. The study combines legitimacy and stakeholder theories, treating businesses as entities with internal decision-making processes that are also influenced by pressure from the outside world. The study also suggests that enhancing environmental disclosure and business participation may not be possible with just rules or legislation. The study demonstrates that stakeholder theory works more effectively in situations when powerful stakeholders put significant pressure on businesses to disclose environmental information. In terms of society, the study would promote social involvement in ensuring that businesses disclose and protect the environment so that people can live in safety.
Enriching Information Security via Hybrid of New Expand Rivest Shamir Adleman and Data Encryption Standard Cryptosystem

Cryptography system gives security services ability to protect information from people who are authorized to use it. This research introduces elevated information security system via hybrid of new expand Rivest Shamir Adleman (RSA) and data encryption standard (DES) cryptosystem using appropriate standard lgorithms. An Expand Algorithm (ERSA) algorithm Key cryptosystem based on nth large prime number system was introduced. Then a hybrid between the Expand Algorithm (ERSA) with Data Encryption Standard (DES) was applied using four randomly selected variables, each generated from large factor of “N” prime numbers. The information undergoes a cypher text-decryption process which provides strong security and uphold high information confidentiality and integrity of data. Results showed that the use of ERSA and DES algorithm reduced the key generation period and its complexity analysis of encryption and decryption are stronger, unlike the application of traditional RSA algorithm.
‘Dying … to Connect’: Postdigital Co-presence in Dead Centre's <i>To Be a Machine (Version 1.0)</i> (2020)

This article proposes to address the tension between digital co-presence and embodied spectatorship inaugurated by the pivot to online and hybrid forms of (post-)pandemic performance through the lens of the postdigital. The term is developed as a way of accounting for the complex mediatized co-presence between performer and audience in a representative example of this genre, Dead Centre's To Be a Machine (Version 1.0) . As its theoretical framework, the article brings together the concept of ‘postdigital performance’ (Causey) with co-presence as a central element of liveness and spectatorship. It puts forth the hypothesis that To Be a Machine (Version 1.0) constructs a postdigital sense of co-presence that is characterized by a blurring of the lines between embodied and virtual spectatorship, temporal co-presence and real-time interaction with the remote audience, and an increased sense of emotional alignment with the remote audience in lieu of physical proximity.
Sentiment Analysis on Movie “Kashmir Files” Using Machine Learning

Sentiment Analysis which is also known as “Opinion Mining” is a process of analyzing, emotions, sentiments, attitudes and expressions expressed in written language. Now, these opinion can be mined from any social media platform like Twitter, Facebook as people are more likely to share their opinions on these platforms. Twitter is one such platform which is very popular &amp; most people are using this to express their opinion. The research addresses the sentiment analysis of movie “Kashmir files” by using trending hash tages on Twitter. Sentiment can be of three types-1) Positive 2) Negative 3) Neutral Sentiment Analysis using Machine Learning makes use of various libraries such as numpy, pandas, sklearn, TextBlob etc. and Supervised Machine Learning algorithms like- Naïve Bayes, Support Vector Machine (SVM) etc. can be used for classification of tweets i.e. to identify the tweet whether it is positive, negative or neutral. In this work project, we will use Supervised Machine Learning algorithms like Naïve Bayes, Support Vector Machine (SVM) &amp; K-nearest neighbour (KNN) for classification of tweets and a comparison will be made based on their accuracy score.