Reviewerly/exHarmony huggingface dataset:
Region Grouping Based On Sales Results Using K-Medoids Algorithm At PT RMK

In the development of the business world, which is always evolving and full of competition, the business actors must always think about how to continue to survive in developing their business scale. Therefore, to support the company's business development, this study aims to help companies find out the potential sales areas in Bogor Regency using data mining. The stages of data mining work from data collection, data selection, modelling stage using the K-medoid clustering algorithm, and evaluation to the implementation phase. The results achieved are based on the K-Medoids Algorithm clustering of 2 clusters. The first is to cluster data on 2 clusters which results in the sub-districts of Gunung Putri, Cileungsi, Tapos, Citeureup, and Cibinong being the areas with the most superior potential, then clustering the data of 3 clusters which results in the sub-districts of Gunung Putri, Cileungsi as the area with the most superior potential and Cileungsi District with moderate potential. It can be concluded that Gunung Putri and Cileungsi sub-districts are the sub-districts that display the most superior potential graph. The conclusion is the K-Medoids algorithm clustering method can be used in grouping potential sales areas in sub-districts in Bogor district based on total sales transaction data
REGISTER USED BY INDONESIAN CASTERS IN ONLINE GAME (MOBILE LEGENDS: BANG-BANG)

The register is a part of language variations that is appeared in a different groups of society. A different way of speaking can carry different social meanings. A group of society may have a different form of language that surely has a different meaning. This research aims to find out the form of the registers used by Indonesian casters in an online game (Mobile Legends: Bang-Bang) and to describe the function of registers that are used by Indonesian casters in an online game (Mobile Legends: Bang-Bang). Based on the analysis that has been carried out, there are 43 register data used by Indonesian casters in the final mobile legends (Indonesia vs the Philippines). The classification of register forms is divided into lingual units of words, and lingual units of phrases. Based on the lingual unit of a single word includes 19 data, and the lingual unit of the phrase consists of 24 data. Then, there are three register functions used by Indonesian casters in mobile legends, namely: a) usage of registers to make communication more effective; b) the use of registers intends to attract the interest of language users in communicating; c) the existence of a register can distinguish one language from another. It is suggested to the interested parties who want to conduct another research in the same field to research other types of online games such as jargon, code mixing, code switching, slang, language variations, and various other interesting topics in the field of sociolinguistics.
Duration of symptoms caused by COVID-19 in patients discharged from tertiary hospitals in Ceará

Despite advances in knowledge about COVID-19, little is known about the course of the disease and its long-term outcomes. Therefore, post-pandemic research has focused on the sequelae and complications caused by the Coronavirus. Thus, the objective was to investigate symptomatological remains and their duration of discharged patients hospitalized for COVID-19 from three regional hospitals in Ceará. This is a descriptive, analytical cross-sectional study with a quantitative approach carried out from August to October 2021 through telesurvey. The final sample consisted of 49 patients in the first wave of the pandemic and 153 in the second, totaling 202 participants. Data were tabulated in an Excel® spreadsheet and analyzed according to descriptive statistics. There is a prevalence of male patients, 31 (63.3%) in the first period investigated, and 86 (56.2%) in the second wave. In the investigation of physical symptoms, fatigue/tiredness stood out, identified in 23 (46.9%) and 69 (45.1%) individuals according to the wave, followed by a lack of appetite in 13 (26.5%) and (40.5%). Shortness of breath was highlighted in the second period among 39 (25.5%) individuals. Symptoms such as memory loss, cough, and chest pain appear to be the most lasting, and were prevalent for up to 4 months after hospital discharge. While in the 2nd wave chest pain was cited lasting up to 6 months. In this context, this study exposes the main symptoms reported, pointing to the imminent need for public strategies for monitoring and intervention services with these patients.
Classification of Vulnerable Road Users based on Range-Doppler Maps of 77 GHz MIMO Radar using Different Machine Learning Approaches

This paper involves the development of an intelligent delineator for road traffic detecting potential conflict situations between motor vehicles and vulnerable road users at an early stage. By emitting warning signals, collisions between the road users concerned can then be prevented. The prototype used here includes, among other sensors, a high-resolution FMCW radar capable of detecting, and imaging objects. The goal of this work is to develop a Machine Learning (ML) model for object classification of vulnerable road users in radar frames. A 77 GHz chirp-sequence radar is used to record Range-Doppler maps from object classes of car, bicyclist, pedestrian and empty street at different locations. Objective of this is to cover different levels of background noise in the data caused by the different environments due to trees or bushes. For the data acquisition, simple traffic scenarios have been simulated at Heilbronn University. In selecting a suitable ML algorithm for the classifier, the main challenge was that modern machine learning methods are data-based models which require a lot of data and are generally lacking in explainability, such as neural networks. However, the great advantage is that the correlations in the data are learned automatically. With knowledge-based methods, on the other hand, the big advantage is that they are explainable and require much less data, but assume an extensive domain knowledge. Hybrid learning, also called Informed ML, represents a combination of the methods previously mentioned and their advantages. In this paper, one approach from each of these methods is selected as well as trained, and its results are compared to each other. The respective approaches investigated are a deep neural network (DNN), a Support Vector Machine (SVM), and a hybrid model of a SVM and a specific neural network for feature extraction called Autoencoder (AE). In this comparison the SVM performs with prediction accuracies around 80%. The hybrid model performs better achieving prediction accuracies around 90%. The best results of this comparator are achieved by the DNN, which has a prediction accuracy of around 98%.
PENGARUH PENGGUNAAN MEDIA TIME LINE CHART TERHADAP HASIL BELAJAR IPS TEMA PAHLAWANKU KELAS IV SEKOLAH DASAR

This study aimed to determine the effect of the use of media time line chart of the results of social studies. The hypothesis of this study was the effect of the use of media time line chart of the results of social studies the theme Pahlawanku of fourth grade elementary school. The method used quasi-experimental design nonequivalent (pretest and posttest) control group. The sample in this study is the fourth grade students as many as 41 people. The instrument used was the result of social studies in the form of matter pretest and posttest. Analysis of data using the t test. Results hypothesis by using t-test showed that there is a significant impact on students' learning outcomes IPS, with a significance level of 5% of 0.05 with sig. (2-tailed) was 0,000. If seen t table of 1.684 (N = 41) with a t value of 7.141.
The Development of E-Commerce in Brazil: A Pre, During and Post-Pandemic Perspectives of COVID-19

This study aims to describe the history and development of e-commerce in Brazil and the world associated with its milestones.In addition to describing the positive and negative points and a parallel to physical trade, highlighting the differences between the two and which are complementary and not competing.Digital commerce has emerged with technological advances, the spread of Internet access, and the need to simplify the purchasing process.The CO-VID-19 pandemic forced several companies to invest in online commerce because restrictive measures shut down physical commerce and made e-commerce a valuable alternative.In this way, e-commerce achieved significant development in a short period.Several analyses describe that e-commerce was already a trend and with the health crisis, there was a need for investment for trade to survive and develop the economy.As a trend for the coming years, there is research that maps the consumption pattern of each region to contribute to and explain the next step of e-commerce in post-covid reality.Additionally, this study aims to implement bibliometric resources to search for data at Scopus based on the terms "e-commerce", "Covid-19" and "pandemic" enabling the measurement and quantification of scientific production on the subject in question.
Metaverse Evreninde Avatar Modası Üzerine Bir İnceleme

With the rapid development of information and communication technologies, digitalization surrounding people; It provides individuals with the opportunity to construct their own reality and create popular images in virtual environments.Virtual environments such as virtual reality (VR) and augmented reality (AR) open the door to a new universe for mankind.Web 3.0 and virtual reality applications promise users the Metaverse universe, the post-real universe in which users can interact with concrete reality and the virtual environment by grasping it with sensory organs.Metaverse virtual environments, where participants can be provided by countless users, are 3D fields that connect with digital networks.With the help of Avatar (virtual identity), people who come to life in unreal environments can relate to other digital objects and experience the virtual space thanks to their digital appearance.In the meta-universe, as in blockchain applications, virtual art collections (NFT) along with cryptocurrency have become financial instruments by buying and selling digital games, coins.Decentraland (MANA) has held its first virtual fashion week in the metaverse universe, where NFT collections are displayed, bringing together highquality designers and wearables vendors in a blockchain-based virtual world.The metaverse fashion week, held in March, immediately after fashion weeks in Paris, Milan, was attended by many iconic brands known for their creations and images.In the study, the "Avatar" application of the Dolce &gabbana brand, which participated in the first fashion week held in the metaverse universe, will be examined in the context of the virtual image created by the brand and the power of virtual reality to become a virtual individual.Inaddition, the Metaverse universe is a newconceptandthe life practices of individualsarerapidlyvirtualized, andthisnewconcept is importantforbringing it intotheTurkishliterature.
Evidence based treatment suggestion model for predicted ailment

Over few decades, there are quite a number of clinical guidelines are provided to healthcare workers regarding treatment suggested for homogenous patients, facing similar medical symptoms. Certainly, such recommendations may differ among guidelines, which results in tough scenario for clinicians to make a better decision. The scope of the work is to recognize homogeneous patients having similar medical signs and symptoms, demographics and health data. Distinguishing proof of comparative patient cases is helpful to work on clinical results. In view of the proposed model utilizing Machine Learning (ML) Algorithms like K-Nearest Neighbors (KNN), Support Vector Machine (SVM), Naive Bayes, Random Forest, and expert opinion is utilized as a base for infection analysis and treatment idea. Better accuracy of 98% is achieved by SVM. It helps in the treatment or medication proposal of another patient, expectation of clinical outcomes, clinical help desk, research and in numerous other cases.
An Open Educational Resource for Teaching Revision: Flesch-Kincaid Readability Statistics

&#x0D; &#x0D; &#x0D; This article presents the findings of a one-semester-long qualitative study conducted pre-pandemic at a diverse urban public community college with ENGL101: Freshman Composition students and suggests the need for further study. Students were assigned to revise New York Times article summaries they had written, using revision techniques learned in the classroom and an open educational resource (OER), Flesch- Kincaid Readability Statistics. Data collection included collecting summaries before and after revising with Readability Statistics and student reflections on the experience. Most students saw the grade level of their writing increase by two levels after revising with Flesch-Kincaid Readability Statistics. Moreover, students’ understanding of revision increased, particularly in the skills of word choice, sentence complexity and elaboration. In addition, the limitations of the Flesch-Kincaid Readability Statistics program helped students gain insight into stylistic concerns. Overall, eighty-five percent of the participating students found using Readability Statistics to be useful and a motivator. While more rigorous research needs to be done, the findings of this study can be applied to any college writing classroom in any modality and have beneficial implications for the uncertainty of this near-post-pandemic historical moment, as the Flesch- Kincaid Readability Statistics program is an OER, freely available to all students and faculty.&#x0D; &#x0D; &#x0D;
PENGENALAN PERPUSTAKAAN DIGITAL UNTUK MENDUKUNG GERAKAN LITERASI NASIONAL

This community development activity aims to introduce digital libraries that various regions have developed to support the national literacy movement. The condition of the COVID-19 pandemic that requires online learning is one of our most important reasons to provide insight into the availability of complete and practical reading resources. The devotion results showed that participants were very enthusiastic about getting to know this application. The majority of participants revealed that the existence of this library is interesting and practical because it can read exciting books according to the interests of talent anywhere and anytime.
Pengembangan Motivasi dan Hasil Belajar Siswa Pada Mata Pelajaran Bahasa Indonesia Melalui Penerapan Model Pembelajaran Examples Non Examples

Abstract. Discussing research that aims to develop student motivation and learning outcomes with the application of non-examples learning models class XI MIPA 5 SMA Negeri 16 Makassar. This research is in its stages using class action research. The data in this study is an observation sheet and test results with primary and secondary data sources. The data analysis technique is to use criteria and assessment rubrics. The results of the study found that there were significant positive changes related to students' interests and motivations for learning, such as activeness, curiosity, and student responsibility. Evident from the increase in the average observation sheet containing these indicators which reached 75.2 at the end of cycle II. Meanwhile, the average student learning outcome also showed an increase in prescience of 54.39 increased to 62.14 at the end of cycle I and experienced a good increase at the end of cycle II to 75.14 or 81% with the number of students reaching KKM as many as 29 out of 36 students.Keyword: Motivation to learn, learning outcomes, examples non examples
Research on Omni-directional Stereo Measurement for Automatic Driving Assistance

This paper proposes an omnidirectional stereo measurement based on vertical disparity estimation using a Hyper Omni Vision. In the field of stereo cameras, there are studies that attempt to measure a wide area using a fisheye camera or an all-sky sphere type camera, but this stereo camera system using a Hyper Omni Vision that can capture all directions in one shot enables measurement in all directions, which has been difficult to achieve with conventional stereo cameras. Experiments have shown that the system can be used to generate depth images in all directions.
Demonstration of Net Solar Radiation Geographical Behavior Revers Correlation with Relative Humidity in Iraq

It is common that extraterrestrial solar radiation Ra value lessen due to the interaction with atmosphere components to result a net solar radiation Rn value about one third of Ra for most measurements on earth. Net solar radiation had major impact on air temperature (To) value statement. So, its estimation is crucial for analyzing the interaction of (atmosphere-vegetation-soil). Many methodologies available for this aim directly (with radiometer) or indirectly (with air temperature-based formula or soil plus air temperatures-based formula). The peak influences of global warming phenomenon were in eighties decade of the last century, yielding Iraq Rn rates to get climax after that Rn rates behaved in geographical based style, so those rates raised in middle and south regions of Iraq, and descending in its northern parts. The reason (as demonstrated in this research) was the spatial correlation in a reverse manner with RH rates all over Iraq.
Quizizz's Augmented Reality (AR) Based Mathematics Digital Pocketbook Design Using GOLD (Guided, Organizing, Leaflet, Discovery) Learning Model

This research was conducted with the aim of meeting the needs of students in learning in the 21st century, where both students and educators are required to have good skills in utilizing technology in the learning process, especially when conducting distance education. This study aims to produce a digital pocket book based on Augmented Reality (AR) assisted by quizizz using the GOLD (Guided, Organizing, Leaflet, Discovery) learning model. This research is a development research that uses 4-D models (Four-D Models). Which consists of 4 stages of development, namely, the definition stage (define), the planning stage (Design), the development stage (develop), and the dissemination stage (Disseminate). The results of this study indicate that the product produces a useful pocket book. With a pocket book quality level based on 3 criteria, namely: valid and practical. From the research results obtained: 1) the percentage of pocket book validity from material experts 88% (very valid) and from design experts 87.6% (very valid), 2) the percentage of pocket book practicality by educators 88.75% (very practical) and by students 88, 8% (very practical). This research is still limited to testing the validity and practicality of digital pocket book.
WHY SHOULD FUTURE COMPUTER SCIENCE TEACHERS STUDY COMPUTER DESIGN?

Teaching the discipline "Fundamentals of Computer Design" to students of Computer Science specialties of pedagogical universities is connected with modern educational trends arising from the requirements of the labor market. The paper substantiates the need to introduce this course in the educational process of training of pre-service Computer Science teachers, taking into account the professional teacher standard and the state standard in Computer Science. It is noted that the teaching of this course contributes to the formation of important interdisciplinary and subject professional competencies, including information and digital competence, which are necessary for both a modern specialist in the field of ICT and pre-service Computer Science teachers. The connection of this course with other disciplines that should be taught to pre-service Computer Science teachers according to the curriculum is presented. A survey of 1st year students majoring in "Informatics" was conducted to determine their knowledge and skills that they received before entering the university, their attitude to the use of various software used in the modern market of information and communication technologies for processing graphic data. The analysis of the respondents' answers showed what kind of graphic editors they use, which in turn allowed us to conclude that the conditions for pre-service teachers to achieve relevant competencies in computer design have changed.
Use of Verbal Language in Private Teaching of English for Children Age 6 – 7 Years

This study concerns investigates the value of the use Verbal communication is the use of words to share information with other people. It can therefore include both spoken and written communication. However, many people use the term to describe only spoken communication. The verbal element of communication is all about the words that you choose, and how they are heard and interpreted. The purpose of this research is to Encouraging a child to use verbal communication is an important step in their overall development and it is important that you open them up to as many different voices and words as possible, in order to help them grow. The people they have around them in terms their childcare are ideal for helping to develop communication skills. Playing games, encouraging conversation, and simple naming activities are all fantastic tools which can encourage verbal communication back and forth.
Innovative Technologies in Teaching of Healthcare at the Medical University – Varna

Today the training of healthcare professionals is a serious challenge. The training of nurses and midwives must combine traditional skills with the achievements of modern nursing and obstetric science. On the other hand, today`s students are "digital natives" for whom the world of World Wide Web is a virtual environment in which they feel at home. This puts traditional teaching in front of serious challenges and the need for didactic and technological change. Medical University of Varna applies modern simulated training, virtual electronic platform Blackboard, scientific videos, digitization of scientific and educational resources. This puts new challenges for the academic community.
Aksentuasi Reinforcement Bagi Siswa Sekolah Dasar

Accentuation of reinforcement, namely giving emphasis to students to always give a positive response, be it verbal or non-verbal so that it has feedback for students to always excel or always do good deeds. Accentuation of reinforcement in elementary school children is important, because children are still overshadowed by the world of games, so at their age they still need a lot of playing. On the other hand, they are faced with various disciplines, such as Mathematics, Indonesian, and other subjects. The purpose of accentuation reinforcement is to motivate and make children happy and happy when they are in a new educational world. Therefore, teachers are required to have the ability to accentuate reinforcement because every child has the instinct to get rewarded, so that their enthusiasm for school does not subside and can even become a joyful world.