Reviewerly/exHarmony huggingface dataset:
Spotted Hyena Optimization with Deep Learning-Based Automatic Text Document Summarization Model

Automatic text summarization is an active investigation region determined as removing snippets or introductory sentences of a massive document and relating them as a short form of documents. Text Summarization can be either costefficient or time-efficient. An abstractive or extractive summary was studied with distinct algorithms comprising deep learning (DL), graph, and statistical-based techniques. DL has attained promising shows in comparison to the typical methods. With the development of various neural structures like the attention mechanism (usually called a transformer), there is a potential growth area for summarization tasks. Hence, this research presents a Spotted Hyena Optimization with Deep Learning based Automatic Text Summarization (SHODL-ATS) model. The SHODL-ATS technique's principal objective lies in the documents' automated summarization. To accomplish this, the presented SHODL-ATS technique performs data preprocessing to convert the data into a convenient form. The SHODL-ATS technique uses an Attention-based Bidirectional Gated Recurrent Unit(ABiGRU) model for summarizing the text documents.Finally, the SHO technique is enforced for the parameter tuning of the ABiGRU approach.To examine the achievement of the SHODL-ATS model, we validate the outcomes on benchmark datasets.The results indicate the promising achievement of the SHODL-ATS method over other existing techniques.
Missing Child Identification using Convolutional Neural Network

The goal of this study is to locate missing children from a big dataset of child photographs using a novel application of deep learning algorithms. The method makes use of facial recognition to precisely identify a missing child from a dataset of missing child photographs and trains a deep learning model to do so. Convolutional Neural Network (CNN), a potent approach for image-based applications, is the method used.
Language Report Danish

Abstract This chapter summarises the current level of language technologies (LT) and resources for Danish (Pedersen et al. 2022). Even if Danish LTs are now being used in many areas of society, their quality still needs to be improved in order to make them more useful and inclusive for the majority of the population. To this end, the development of large, high-quality language resources and data sets still proves to be a bottleneck. We report, however, on an increased awareness of sharing and reusing language resources and data sets across public institutions, academia and industry. New, large governmental initiatives within the area of AI and LT have been initiated which support this development.
A Survey on Blockchain and Cryptocurrency-Based Systems

Projects, facilities, services, and gadgets are attracting more people as life speeds up. Blockchain and cryptocurrency systems are trending worldwide. Blockchain interests everyone with technology. They make an interesting transaction medium because they have no single powerful source. Cryptocurrencies are vital financial software platforms. Mining is crucial to its decentralised information ledger dataset. Mining adds transaction data to the chain, a decentralised ledger that lets users securely agree on actions. In 2008, Santoshi Nakamoto tried to use blockchain as a restricted ledger for bitcoin, the most successful cryptocurrency. It's unlike the internet. This chapter will discuss blockchain security, cryptocurrency fraud, cyberattacks, etc. This chapter identifies cryptocurrency blockchain threats and proposes solutions. This chapter reviews and analyses top-cited articles to reach a conclusion. In this chapter, strengths and threats of cryptocurrency and their emergence in the internet-connected financial payments in the futuristic economic world will be discussed.
Training on making learning media using Canva to increase teacher creativity

Community service aims to provide training in making learning media using Canva to increase teacher creativity. This Community Service is conducted at MI AR Rahman Rawakalong, located in Kp. Ciater RT 01/09, Ds. Rawakalong, Kec. Mount Sindur, Bogor. The method of implementing community service is through lectures, training, discussion, and evaluation by the service team by examining the results of learning media in the form of posters, power points, and videos made by the teacher. The results achieved in this community service provide insight and benefits to MI AR Rahman Rawakalong teachers regarding learning media. In addition, Rahman Rawakalong MI AR teachers are able to create posters, power points, and videos using Canva.
PEMANFAATAN APLIKASI GOOGLE EARTH DALAM PEMBELAJARAN SEJARAH DI SMA NEGERI 4 KOTA JAMBI

The purpose of this study was to determine student responses to the application of the Google Earth application in history learning at SMK Negeri 4 Jambi City. The research that will be conducted is a descriptive quantitative research type because the researcher describes it based on the data that has been collected as it is. Based on the results of research that has been carried out regarding the use of the google earth application in history learning at SMA Negeri 4 Jambi City in class X 4. Based on the data from the student questionnaire as many as 35 people consisting of three indicators, namely indicators of interest, indicators of activity, and indicators of courage. In the interest indicator, an average percentage of 78.06% is included in the "Very Like" qualification. Furthermore, the second indicator, namely the indicator of student activity in learning, obtained an average percentage value of 76.91% which was included in the "Very Like" category. Next on the third indicator, namely the indicator of courage, it obtained an average percentage value of 72.86% which was included in the "Like" category. Thus, from the acquisition of the percentage values for the three indicators, it can be concluded that the use of the Google Earth application in history learning obtained an average percentage of 75.94% which was included in the "Very Like" classification.
PENGGUNAAN APLIKASI WHATTSHAP DALAM PEMBELAJARAN SEJARAH DI KELAS X SMA N 4 KOTA JAMBI

The purpose of this study was to determine how much influence the teacher's communication had in the learning process using the WhatsApp application on the learning activities of class X students on History material at State High School 4 Jambi City. This research is a descriptive quantitative study to determine the quality of learning by using the WhatsApp application in history learning at SMA Negeri 4 Jambi City. Based on the results of research that has been done regarding the use of the WhatsApp application in history learning at SMA Negeri 4 Jambi City. Based on the data from the questionnaire results, 36 students consisted of three indicators, each of which obtained a percentage of 75.10% classified as "Effective Enough" on the indicators of learning quality. While the other indicators are indicators of student readiness in participating in learning with a percentage of 72.44% in the "Effective Enough" category. Furthermore, the last one on the student time indicator with a percentage of 71.11% is classified in the "Effective Enough" category. So it can be concluded that the use of the whatsapp application in history learning at SMA N 4 Jambi City shows an average percentage of 72.83% of indicators classified as "Effective Enough.
PENGEMBANGAN MEDIA PEMBELAJARAN AKSARA INCUNG BERBASIS MICROSOFT POWER POINT INTERAKTIF KELAS IV SD DI KABUPATEN KERINCI

The purpose of this study was to determine how much influence the teacher's communication had in the learning process using the WhatsApp application on the learning activities of class X students on History material at State High School 4 Jambi City. This research is a descriptive quantitative study to determine the quality of learning by using the WhatsApp application in history learning at SMA Negeri 4 Jambi City. Based on the results of research that has been done regarding the use of the WhatsApp application in history learning at SMA Negeri 4 Jambi City. Based on the data from the questionnaire results, 36 students consisted of three indicators, each of which obtained a percentage of 75.10% classified as "Effective Enough" on the indicators of learning quality. While the other indicators are indicators of student readiness in participating in learning with a percentage of 72.44% in the "Effective Enough" category. Furthermore, the last one on the student time indicator with a percentage of 71.11% is classified in the "Effective Enough" category. So it can be concluded that the use of the whatsapp application in history learning at SMA N 4 Jambi City shows an average percentage of 72.83% of indicators classified as "Effective Enough.
DEVELOPMENT OF KUMAL (KUIS ANIMALIA) GAME EVALUATION TOOL FOR SMA/MA CLASS X

Biological evaluation tools are very important. The current reality is that biology evaluation tools are rarely used in learning because of limited tools, materials and time. One of the efforts made is to develop a computer/PC-based KUMAL (Kuis Animalia) game application. The aim is to determine the feasibility of the KUMAL game developed as a learning evaluation tool on animalia material. The research was conducted using Research and Development (R&amp;D) research and development methods. The samples in this study were 3 material experts, 3 media experts and 3 IT experts.&#x0D; The validation results from this study are 84% with a very feasible category from the material validator, 83% with a very feasible category from the media validator and 83% with a very feasible category from the IT validator. The conclusion of this study is that the KUMAL game is feasible to be used as an evaluation tool for biology learning in animalia material for class X SMA/MA.
Developing Digital Module for Assisting the Seventh Grade Students to Write Descriptive Texts Easily

This Research and development are intended to establish the digital module for helping the seventh-grade students to write descriptive text easily, to find out the validity of the digital module for assisting the seventh-grade students to write descriptive text as well as to investigate the teachers’ and students’ responses toward the developed digital module for writing descriptive text instruction. This study adapted Sugiyono's concepts which cover: analyzing potentials, problems and solutions, Design and development, Experts Validation and revision, Teachers’ and students’ perception, evaluation and revision, and Final product and publication. The results of this research revealed that 1) the developed digital module consisted of six units: 1) Introduction of Descriptive Text, 2) Let's Learn Vocabulary of Descriptive Text, 3) Let's Learn Grammar for Writing Descriptive Text, 4) Process of Writing Descriptive Text, 5 Let's Practice of Writing Descriptive Text, and 6) Evaluation. Furthermore, the digital module was also completed with worksheets, and manual guidelines for teachers and students, (2) The developed digital module was valid, as shown by the result of the average of the experts’ material validation =93, 3% (very valid), and the average result of media experts’ validation = 88, 9% (very valid), and (3) The developed digital module for learning writing of descriptive text got positive responses from teachers and students. It was supported by the result of the questionnaire given to the teachers = 86, 49% (very good) and the students = 87, 15% (very good). From the result above it is suggested for the teachers to apply this developed digital module as supplementary materials to complete the book provided by the government.
APPLICATION OF FORWARD CHAINING TO IDENTIFY THE NEGATIVE IMPACT OF ONLINE GAME ADDICTION ON MENTAL HEALT AND ADOLESCENT BEHAVIOR

The development of increasingly sophisticated technology provides changes in the form of human activity, one of which is the type of game. With the advent of audio-visual games that can be accessed via the internet. Known by the name of online games. Playing online games with a high level of intensity can have a positive or negative impact. The risk of dependence that can arise from online game addiction can cause mental health problems and behavioral changes that can occur in adolescents. So it is necessary to identify based on the habit of playing online games in adolescents. From solving these problems, an expert system was created to see whether the habits of playing online games by teenagers affected their mental health and behavior. The forward chaining method is used for the inference engine on the expert system to process data from interviews with experts in the field of psychology, there are 17 symptoms in the form of addiction disorders based on aspects of health, psychological, academic, social and financial aspects. Based on the results of the analysis, expert system testing was carried out using verification and validation tests by testing the rules compiled based on the forward chaining method as many as 39 data, the verification test produced results that matched the rules compiled with the results from expert experts and the system validation test resulted in a percentage of 94 %. So based on the research that has been done, the forward chaining method can be used in determining the diagnosis of the negative impact of online game addiction on mental health and adolescent behavior.
Enhancing the Students’ Grammar Achievements of Conditional Sentences by Using Quizizz Platform in Senior High School

Grammar Instruction in MAN Kota Blitar especially in class XI IPS 2 is not satisfactory. Because of that reason, the reserchers conducted a classroom action research to investigate 35 learners’ Grammar improvement of conditional sentence by using quizizz platform. The procedures of this research included: Planning, Acting, Observing, and Evaluating. For gaining the data, the researchers used Test and Questionnaire.The finding revealed that the Quizizz platform could enhance the stuudents’ achievement as well as gained positive views from students. Therefore, the researchers suggest the English teachers to use Quizizz Platform for creating joyful learning in or outside of the classroom.
Image-Based Virtual Try-On: Fidelity and Simplification

Abstract We introduce a novel image-based virtual try-on model designed to replace a candidate's garment with a desired target item. The proposed model comprises three modules: segmentation, garment warping, and candidate-clothing fusion. Previous methods have shown limitations in cases involving significant differences between the original and target clothing, as well as substantial overlapping of body parts. Our model addresses these limitations by employing two key strategies. Firstly, it utilises a candidate representation based on an RGB skeleton image to enhance spatial relationships among body parts, resulting in robust segmentation and improved occlusion handling. Secondly, truncated U-Net is employed in both the segmentation and warping modules, enhancing segmentation performance and accelerating the try-on process. The warping module leverages an efficient affine transform for ease of training. Comparative evaluations against state-of-the-art models demonstrate the competitive performance of our proposed model across various scenarios, particularly excelling in handling occlusion cases and significant differences in clothing cases. This research presents a promising solution for image-based virtual try-on, advancing the field by overcoming key limitations and achieving superior performance.
Information Literation about Reproductive Health in Junior High School Teenagers

Health literacy is the ability to obtain, process, and understand basic health information and health services, as well as one's ability to apply this health information to one's life. Health literacy is an important aspect for a person in empowering health. One form of health literacy can be an understanding of reproductive health, especially in junior high school adolescents. The purpose of this study was to find out the description of information literacy about reproductive health in junior high school adolescents. The research design is a descriptive survey. The sampling technique was carried out by random sampling with a sample of 348 respondents. The results showed that 95 respondents aged 15 years (27%), 184 respondents (56%) were female, 287 respondents (82%) came from the Madurese, 248 respondents (71%) lived in the suburbs. While sources of information were 266 respondents (83%) from print media, 348 respondents (100%) from social media, 216 respondents (52%) from billboards, 345 respondents (99%) from the internet and 294 respondents (84%) from media electronic. While adolescent literacy regarding adolescent reproductive health was obtained by 48 respondents (13%), sufficient literacy by 124 respondents (36%) and insufficient literacy by 176 respondents (51%). The level of literacy is very important in influencing the way of life of adolescents with healthy reproductive health so that they do not fall into wrong associations and are detrimental to adolescents.
PENERAPAN MODEL PROJECT BASED LEARNING BERBANTUAN EDUCATION GAMES DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN MATEMATIKA DI KELAS IV SDN MAJALENGKA WETAN VII

P&#x0D; This research has a background of low student learning outcomes in Mathematics. This research aim to applied the Project Based Learning model with the help of Digital Education Games to increase the result in SDN Majalengka Wetan VII. The method used in this research is the Classroom Action Research method. This research consists of two cycles and four stages. In each cycle includes planning, implementation, observation, and reflection. The subject of this research are 14 male students and 18 females students. The observation during the process, using of test in the end of cycle, and documentation during the process used collection data. The results showed that the application of the Project Based Learning learning model with the help of Digital Education Games could improve student learning outcomes in Mathematics class IV-A SDN Majalengka Wetan VII. This is indicated by an increase in the average value and the percentage of learning completeness from pre-cycle to cycle. The average value obtained from pre-cycle is 66.12 with a learning completeness percentage of 34.37%. In cycle I the average value obtained was 77.25 with a learning completeness percentage of 59.38%. In cycle II the average value obtained was 84.97 with a learning completeness percentage of 87.5%. The conclusion is that the application of the Project Based Learning learning model with the help of digital Education Games can improve student learning outcomes in Mathematics in class IV-A SDN Majalengka Wetan VII.
A Decoupling Paradigm with Prompt Learning for Remote Sensing Image Change Captioning

&lt;p&gt;Remote sensing image change captioning (RSICC) is a novel task that aims to describe the differences between bi-temporal images by natural language. Previous methods ignore a significant specificity of the task: the difficulty of RSICC is different for unchanged and changed image pairs. They process the unchanged and changed image pairs in a coupled way, which usually causes confusion for change captioning. In this paper, we decouple the task into two issues to ease it: whether and what changes have occurred. An image-level classifier performs binary classification to address the first issue. A feature-level encoder contributes to extracting discriminative features to help the caption generation module address the second issue. For caption generation, we utilize prompt learning to introduce pre-trained large language models (LLMs) into the RSICC task. A multi-prompt learning strategy is proposed to generate a set of unified prompts and a class-specific prompt conditioned on the image-level classifier's results. It can prompt a pre-trained LLM to know whether changes exist and generate captions. Finally, the multiple prompts and the features of the feature-level encoder are fed into a frozen LLM for captioning. Compared with previous methods, our method can leverage the powerful abilities of the pre-trained LLM in language to generate plausible captions, which is free of training. Extensive experiments show that our method is effective and achieves state-of-the-art performance. Besides, an additional experiment demonstrates that our decoupling paradigm is more promising than the previous coupled paradigm for the RSICC task.&lt;/p&gt;
STUDY OF DIGITAL SERVICE TRANSFORMATION IN FINANCIAL TRANSACTIONS AT RAJA AHMAD TABIB HOSPITAL WITH SWOT ANALYSIS APPROACH

In the existence of digital transformation in the field of health services in order to improve it. So that the Raja Ahmad Tabib of Regional Public Hospital has implemented a Hospital Management Information System (SIM-RS) which is integrated with the Quick Response Indonesian Standard (QRIS) as a tool for using digital transactions as a method of payment in cashier service products that are more transparent and accountable so that services for patients are more efficient and effective. Therefore, this study aims to identify the strengths, weaknesses, opportunities and threats to the transformation of digital services in financial transactions. Based on the SWOT analysis mapping, a strategy that is very suitable for the position of Raja Ahmad Tabib Hospital, namely the SO strategy (Comparative Advantage Strategy).
GUILGET: GUI Layout GEneration with Transformer

Sketching out Graphical User Interface (GUI) layout is part of the pipeline of designing a GUI and a crucial task for the success of a software application.Arranging all components inside a GUI layout manually is a time-consuming task.In order to assist designers, we developed a method named GUILGET to automatically generate GUI layouts from positional constraints represented as GUI arrangement graphs (GUI-AGs).The goal is to support the initial step of GUI design by producing realistic and diverse GUI layouts.The existing image layout generation techniques often cannot incorporate GUI design constraints.Thus, GUILGET needs to adapt existing techniques to generate GUI layouts that obey to constraints specific to GUI designs.GUILGET is based on transformers in order to capture the semantic in relationships between elements from GUI-AG.Moreover, the model learns constraints through the minimization of losses responsible for placing each component inside its parent layout, for not letting components overlap if they are inside the same parent, and for component alignment.Our experiments, which are conducted on the CLAY dataset, reveal that our model has the best understanding of relationships from GUI-AG and has the best performances in most of evaluation metrics.Therefore, our work contributes to improved GUI layout generation by proposing a novel method that effectively accounts for the constraints on GUI elements and paves the road for a more efficient GUI design pipeline.
Video-Based Recognition of Human Activity Using Novel Feature Extraction Techniques

This paper proposes a novel approach to activity recognition where videos are compressed using video coding to generate feature vectors based on compression variables. We propose to eliminate the temporal domain of feature vectors by computing the mean and standard deviation of each variable across all video frames. Thus, each video is represented by a single feature vector of 67 variables. As for the motion vectors, we eliminated their temporal domain by projecting their phases using PCA, thus representing each video by a single feature vector with a length equal to the number of frames in a video. Consequently, complex classifiers such as LSTM can be avoided and classical machine learning techniques can be used instead. Experimental results on the JHMDB dataset resulted in average classification accuracies of 68.8% and 74.2% when using the projected phases of motion vectors and video coding feature variables, respectively. The advantage of the proposed solution is the use of FVs with low dimensionality and simple machine learning techniques.