Reviewerly/exHarmony huggingface dataset:
Development of educational game “WEB technologies”

This paper proposes a model of an educational game with a multi-level hierarchical structure. The game is designed for users with different background levels - both applicants and students. The game is implemented as an application for mobile devices based on the Android operating system and designed to increase user interest to the disciplines of the WEB technology stack, as well as to improve the effectiveness of training in general. A multi-level structure of the game is developed, containing various levels of data representation. The lower levels contain information on the HTML, CSS, and PHP languages needed to create own website. Upper level contains information regarding SEO tools, the knowledge of which allows website optimization and promotion to the visibility range of information retrieval systems. Information for the first basic level of the hierarchical structure of the game is available for applicants, which allows familiarizing the user with the basic concepts and practical aspects in the field of WEB-technologies. Students, in turn, gain access to all information. The navigation scheme of the game is presented as a UML diagram. The game is designed for users aged 16-22 and has restrictions on access to the test part of the game – only to registered users. At the preparatory stage of game development, a survey was conducted to identify the most significant indicators that affect quality. Data processing is carried out using the method of expert assessments. Among the proposed options, the most significant were: design and speed, ease of navigation, game content and the ability to pass thematic tests. Upon completion of the development of the game, questionnaire and interview methods were applied, which made it possible to evaluate the results obtained, determine the level of the developed application and the appropriateness of implementation. The survey analysis showed that the opinions of experts are consistent. The game meets the expectations of experts in general and is suitable for implementation. The developed application allows for training in a playful way and, in general, to increase the interest of users in studying the disciplines of the WEB technology stacks.
<i>Minerals of the Grenville Province—New York, Ontario, and Québec</i> by George W. Robinson, Jeffrey Chiarenzelli, Michael Bainbridge, and T. Scott Ercit. Schiffer Publishing, 4880 Lower Valley Rd., Atglen, PA 19310; www.schifferbooks.com. 208 pages; 2019; $34.99 plus shipping and handling (softbound).

Minerals of the Grenville Province is a rather ambitious undertaking, considering the breadth of geological environments and their accompanying mineral localities incorporated in the Grenville Prov...
IMPLEMENTASI ALGORITMA SUBEXPONENTIAL CODE UNTUK KOMPRESI FILE GAMBAR

Image file size is sometimes relatively large where the better the quality of the image produced, the pixel shape needed to record the image is bigger. With a very large image file size, at the time of the transfer process the transfer process could fail because the storage space media exceeds its limit. As for the Solution in this problem is how the image file can be compressed in order to accelerate the transfer and storage of image files. compression on image files is done by reducing the shape of the image file by reducing the bit in the image file, but does not eliminate the information data in it. By running compression, large files will shrink in size so that it can save storage space. In this study, the algorithm used is Subexponential Code, by using this method, the compression results from the k value have different results from each value, and the compression results will be advantageous in sending, and transferring image files will be easier.Keywords: image file compression, subexponential code algorithm
FUZZY LOGIC METODE TSUKAMOTO UNTUK PREDIKSI PRODUKSI CPO DENGAN PERMINTAAN BERSIFAT STOKASTIK PADA PT. TOR GANDA

The best decision is the main goal in a problem. Decisions in the determination of stock Crude Palm Oil (CPO) the Palm Oil Mill is very important because it is directly in contact with the company's survival. Uncertain demand becomes a major problem in the sales of CPO, and so we need a system that can answer this question. Fuzzy logic is used in matters relating to the forecast with a high degree of accuracy. Fuzzy logic mapped the problem by first changing into linguistic mathematical conditions. Role created can answer many problems, including the problem of prediction. Fuzzy logic system consists of a subset of fuzzy and fuzzy rules. Fuzzy subsets represent different subsets of input and output variables. Fuzzy rules associated with input variables to the output variable via the subsets. Given the fuzzy rules which can be formed very flexible, then the fuzzy system can compute problems quickly and efficiently.Keywords: Fuzzy Logic, Tsukamoto, stochastic, inventories, CPO
geonz If you only knew the irony...the ...

@geonz If you only knew the irony...the spelling mistake was made months ago when I created the reminder using Loqi the friendly #IndieWeb chatbot....it is
STUDENTS PERCEPTION ABOUT USE OF ROMAN ENGLISH IN COMMUNICATION

This study was conducted to explore reflections on short message service (SMS) as languagevariation which has attracted attention of countless people in the global village . The paperdiscusses transliteration of Urdu words from roman script to Urdu script. We propose a word listbased approach that gives a better transliteration to the Persio-Arabic letters that have same orsimilar sound but are written as different letter in Urdu script. We give a rule based system forroman to Urdu transliteration. As the roman script for Urdu does not follow any standard and asingle word can be written in multiple ways, the proposed rule based system covers the differentways of writing and give the best possible Urdu transliteration based on word list and roman toUrdu script mapping rules
LibGuides: SMARTR Goal Package: POG Skills

Package SMARTR goal starter kitLibrary standard, POG skill, links to resources, strategies for successDemonstrate how SMARTR goal is aligned to SIIP and FCPS strategic plan
IMPLEMENTASI METODE MD5 UNTUK MENDETEKSI ORISINALITAS FILE AUDIO

The problem of the originality of the file is about how the file can be maintained its authenticity and ensures that the file has never been changed at all. In this study the object file used is the audio file. The process of manipulating files often occurs during data transmission activities from the sender to the recipient. The solution that can be done to handle the crime of manipulation is to apply a hash type cryptographic technique in which the hash value is encrypted from an audio file that can be used as a keyword to ensure the audio file has never been manipulated or has been manipulated. The hash cryptographic algorithm used is the type of MD5 algorithm. The results obtained from the process of implementing the MD5 algorithm using MATLAB R2010a software and the HASH Pro application are audio file hash codes. Keywords: Implementation, Encryption, Decryption, MD5 Method, Cryptography.
SELEKSI BAHAN PUSTAKA DALAM PENGEMBANGAN KOLEKSI DI PERPUSTAKAAN AKPER KARYA BAKTI HUSADA YOGYAKARTA.pdf

&lt;div style="left: 161.167px; top: 303.122px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.948582);"&gt;This research discuss about material library selection of collection development in&lt;/div&gt;&lt;div style="left: 161.167px; top: 325.864px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.960861);"&gt;Akper Karya Bakti Husada library. This research aims to know how the material&lt;/div&gt;&lt;div style="left: 161.167px; top: 348.606px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.990521);"&gt;library selection have been processed in Akper Karya Bakti Husada library. Methode&lt;/div&gt;&lt;div style="left: 161.167px; top: 371.349px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.948527);"&gt;that used in this research has result that material library selection in Akper Karya&lt;/div&gt;&lt;div style="left: 161.167px; top: 394.091px; font-size: 19.4935px; font-family: serif; transform: scaleX(1.00406);"&gt;Bakti Husada library do taking down student and lectures suggestion&lt;/div&gt;&lt;div style="left: 161.167px; top: 433.897px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.951229);"&gt;Keyword&lt;/div&gt;&lt;div style="left: 231.554px; top: 433.897px; font-size: 19.4935px; font-family: serif; transform: scaleX(0.977162);"&gt;: selection, collection development&lt;/div&gt;
An Identification of the Concept of Politeness in Selected Verses from the Holy Quran with Reference to their Realizations in English

In English, there are many ways of expressing politeness which take a wide range of discussion. Opinions and points of view are greatly varied in their understanding of politeness.   This research aims at discussing some theories and patterns of politeness, and at giving some examples of politeness from the most respected book for Muslims, Arabic and foreign Muslims, the Holy Quran that has a great effect on them. To conduct the research and to achieve its aims, the following are to be hypothesized:Politeness theories proposed by many linguists like Grice and Lakoff-especially the rule of the Pragmatic Competence in making the addressee feel good- affect greatly the rules of social interaction conducted by many people.2-    The Holy Quran is the base on which Muslims depend in extracting laws and rules of speech acts.To achieve the aims and verify the hypotheses, the researchers  adopt the following procedure: firstly, finding some verses from the Holy Quran that give a reference to politeness. Then, to give  different translations for each verse. After that¸ the researchers interpret each verse on the bases of many scholars and interpreters' perspectives. Finally, discussing each Qurʼanic text or verse according to the points of view of many scholars and interpreters.This procedure leads the researchers to conclude that the polite behavior of a learner brings preparation of the teacher to teach that learner despite of any difficulty. A human being should remain polite even after getting a high position. Politeness with the prophets is the grandest kind of politeness. Moreover, kind and cute words affect  people greatly. The last two conclusions are that personal belongings are kept, and that there is no obedience to anyone in the disobedience of Allah, though each disobedient should be treated politely. These conclusions and ratiocinations are followed by some suggestions for further research that are followed by the bibliography and the appendix.
Security issue phuip-fpizdam does not effect Portknox clouds

Nextcloud has published that there is a security issue within some Nextcloud configurations. We have immediately tested the published exploit on our infrastructure. All clouds
On the Complexity of Lattice Puzzles.

In this paper, we investigate the computational complexity of lattice puzzle, which is one of the traditional puzzles. A lattice puzzle consists of 2n plates with some slits, and the goal of this puzzle is to assemble them to form a lattice of size n x n. It has a long history in the puzzle society; however, there is no known research from the viewpoint of theoretical computer science. This puzzle has some natural variants, and they characterize representative computational complexity classes in the class NP. Especially, one of the natural variants gives a characterization of the graph isomorphism problem. That is, the variant is GI-complete in general. As far as the authors know, this is the first non-trivial GI-complete problem characterized by a classic puzzle. Like the sliding block puzzles, this simple puzzle can be used to characterize several representative computational complexity classes. That is, it gives us new insight of these computational complexity classes.
Combined Workshop on Expressiveness in Concurrency and Structural Operational Semantics (EXPRESS/SOS 2019)

EXPRESS/SOS 2019: 26th International Workshop on Expressiveness in Concurrency and 16th Workshop on Structural Operational Semantics Amsterdam, The Netherlands, 26th August 2019
THE USE OF MIND MAP TO IMPROVE STUDENTS’ VOCABULARY AT SMP WARINGIN BANDUNG

The research concerns the problems found in teaching and learning English vocabulary. The students had difficulties in discovering the meaning of words and the application of the words. Vocabulary is the key in language skill. The aim of this research was to improve students’ vocabulary  mastery by applying mind map for  eight grade students at Waringin Junior High School in academic year 2018/2019. The method used in this analysis is Classroom Action Reseach (CAR) which consists of Planning, Acting, Observing, and Reflecting. This research was managed in two cycles. The participants of this reseach were eight grade students . The instruments used in this research were observation and test. From the data collected by the researcher, it can be drawn a conclusion that the use of mind mapping were able to improve students’ vocabulary mastery. It can be seen from the improvement of mean score of pre-test was 59,833. Then, the mean score of post-test1 increased 63,100, and mean score of post-test  2 was 80,733. Thus, it can be concluded that the mind map was the right method to be applied in teaching vocabulary.
Racewalking Gait Analysis Based on RGB Images

In this paper, we propose a novel method for race-walking gait analysis based on RGB images. Our method provides an efficient way to quantitatively evaluate an athlete's racewalking techniques, which enables them to improve through more precise training programs accordingly. Our method includes angle prediction and pace measurement, which in combination can indicates the impact of a racewalker's unique racewalking gait on his/her competition performance in terms of time. 1) In angle prediction, the calculation about the angle of limbs is based on the coordinates of the human skeleton points. 2) In pace measurement, we derive the racewalker's pace by detecting the distance covered by the racewalker in RGB images during a period of time. Finally, the results of a practical experiment on professional racewalking athletes show that our method can efficiently quantify and analyze the racewalking gait with high precision.
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)

In computer games, designers frequently leverage biologicallyinspired movement algorithms such as flocking, particle swarm optimization, and firefly algorithms to give players the perception of intelligent behaviour of groups of enemy non-player characters (NPCs). While extensive effort has been expended designing these algorithms, a comparison between biologically inspired algorithms and naive directional algorithms (travel towards the opponent) has yet to be completed. In this paper, we compare the biological algorithms listed above against a naive control algorithm to assess the effect that these algorithms have on various measures of player experience. The results reveal that the Swarming algorithm, followed closely by Flocking, provide the best gaming experience. However, players noted that the firefly algorithm was most salient. An understanding of the strengths of different behavioural algorithms for NPCs will contribute to the design of algorithms that depict more intelligent crowd behaviour in gaming and computer simulations.
THE CORRELATION BETWEEN READING HABIT AND ACADEMIC ACHIEVEMENT OF THE UNDERGRADUATE STUDENTS OF ENGLISH EDUCATION STUDY PROGRAM OF UIN RADEN FATAH PALEMBANG

This research investigated the correlation between reading habit  and academic achievement and explored the influnce of reading habit and academic achievement. The objectives of this research were to know if there was a significant correlation between reading habit and academic achievement and to know if there was significant influence between reading habit on academic achievement of undergraduate students of English education study program of UIN Raden Fatah Palembang. The population of this research was 482  active students and 101 students in sixth semester were taken as the sample. This research used reading habit questionnaire from Janthong (2010) to know score students’ reading habit and by collecting the students’ academic achievement. Descriptive statistic, pearson product moment correlation, and regression analysis were employed to analyze the data. Analysis using pearson product moment correlation coeffecient revealed that reading habit significantly correalted with academic achievement (r=0.565, p=000). Additonaly, the linear regression analysis showed that reading habit contributed 31.9% to academic achievement. Thus, the results indicated that there was a correlation between reading habit and academic achievement and reading habit influenced academic achievement.
PENGADAAN KOLEKSI BAHAN PUSTAKA DI PERPUSTAKAAN SEKOLAH TINGGI TEKNOLOGI KEDIRGANTARAAN YOGYAKARTA

&lt;p&gt;This paper discusses the procurement collection in the Library of Yogyakarta Higher Technology College. This paper describes the description of planning activities and the method of procuring a collection of library materials in the Library STTKD Yogyakarta. This research was conducted by Qualitafif method with unstructured interview. The&lt;br /&gt;conclusion of this paper is to try the library materials that have’nt been owned by the library STTKD and add materials that have been owned by the Library STTKD with the number of somewhat small, as for the planning step is the Inventory of library materials, library, setting preference. In addition, several methods of procurement of library materials are done in the following way: buyer, gift, exchange, donations, cooperation, endowments and self-published.&lt;/p&gt;&lt;p&gt;Keywords: collection of library materials, procurement, planning, library STTKD&lt;/p&gt;
Performance as a special type of competency in continuing education

This article to the study оf methodological aspects of performing activitywith a special type of competence in additional education.
Execution Feature Extraction and Prediction for Large-Scale Graph Processing Applications

With the rapid development of social networks, recommendation systems, bioinformatics networks and web pages, huge amount of data are modeled as graphs to excavate the inner valuable information. To meet the requirement of processing graph data on hundreds of millions of vertexes, it is necessary to depend on Cloud platform, drawing support from its computing power and mass storage capacity for distributed computing and processing of graph data. In this condition, it has become the focus of current attention on how to analyze and extract the corresponding execution mode according to the features of graph data processing applications, and then guide the efficient allocation of resources in a cloud environment to accelerate the execution speed of large-scale graph data. However, due to logical differences between graph algorithms and the complexity of graph topology, the execution modes of large-scale graph data applications often perform great diversity and dynamicity, which increases the difficulty of resource demand estimation. Therefore, this paper carries out a secondary development based on an existing open source large-scale graph data processing system, extracts the execution features which could have impact on the resource demands of graph data applications, then analyses and predicts the execution mode of the given graph data application under the corresponding graph data structure, so that we can dynamically estimate the resource demands of the graph data applications and provide support for highly efficient cloud resource allocation.
A Competent Approach to the Organization of Classes for "Technology" Subject in a Modernization of Educational Content

An identification of problems, perspectives of Technology subject education in the general education schools are studied in the article. I consider, that the main purpose of its in the system of general education in our country is the formation of technological literacy, technological competence, technological worldview, technological and research culture. The opportunities from competency approach of teaching Technology subject, for productive socialization, for social adaptation of the general school graduates are demonstrated in the article.
Understanding personality demonstration in psychological and pedagogical research

The article presents a psycho-pedagogical analysis of the notion of "demonstrative personality", showing the place of this phenomenon in the system of Sciences.
The effectiveness of Kid’s athletics using mobile learning on the development of some motor skills and physical abilities Of student’s basic education

The aim of this research is to teach Kid’s athletics to students using mobile learning and to learn about its effect on some motor skills and physical abilities as a project of the International Association of Athletics Federation (IAAF). It aims to provide students with the basic skills of some athletics skills (jumping, throwing and running) by playing teams. The researchers used the experimental method for the experimental one group. The research sample was selected from Sadat City School of Languages in Menoufia Governorate preparatory stage for the academic year 2018/2019. The sample of the research sample was (60) students, they were divided into 10 groups (6 students × 10 groups). Average age (11.59, ± 0.45). The researchers applied motor skills tests and physical abilities. Then they applied athletics for children through watching (mobile) and then practical application in the school playgrounds over a period of (4) weeks and the reality of (2) a week. They then performed distance measurements on motor skills tests and physical abilities. The results revealed that there were statistical differences between the Pre-measurement and the post-measurement. The researchers recommended the use of mobile learning in the teaching of motor skills of athletics according to the curriculum of the preparatory stage.
ОСОБЛИВОСТІ РОЗРОБКИ МЕРЕЖЕВОЇ КОМП'ЮТЕРНОЇ ГРИ В ЖАНРІ MULTIPLAYER FIRST-PERSON SHOOTER

In the article, specifics of development process for online multiplayer computer game in First-Person Shooter genre were researched; performed an analysis of the term «game» in context of computer games industry, stated non-deterministic nature of the term and outlined computer games categories. It was determined that game development process is similar to the process of general software development, yet core differences were discovered. Development stages of online Multiplayer First-Person Shooter game and software toolkit were presented. Development of a Multiplayer First Person Shooter computer game consist of the following phases: prototyping of the game and its modules; choosing network architecture; gameplay design; creation of user’s interactions with the game outside of a game session; design of player’s abilities during the game session; creation of game’s aesthetics; environment modelling; character model design; items concept design; user interface creation; integration of separate game modules; testing and bug fixes process. Player activities in and out of a game session were analyzed. Game is free of charge and has interesting gameplay, it does not contain any concealed micro-transactions and adds interruptions. Developed game allows further expansion to enlarge the audience and support it. Program has tools to create user accounts for each user, track their game statistics and create new game sessions. Game allows social interactions between players through its own means during the game session. Considering the peculiarities of computer games as a category of software, developed game has minimum hardware requirements.