Reviewerly/exHarmony huggingface dataset:
Reference-guided Controllable Inpainting of Neural Radiance Fields

The popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the output via a single inpainted image. Please visit our project page.
A step towards understanding why classification helps regression

A number of computer vision deep regression approaches report improved results when adding a classification loss to the regression loss. Here, we explore why this is useful in practice and when it is beneficial. To do so, we start from precisely controlled dataset variations and data samplings and find that the effect of adding a classification loss is the most pronounced for regression with imbalanced data. We explain these empirical findings by formalizing the relation between the balanced and imbalanced regression losses. Finally, we show that our findings hold on two real imbalanced image datasets for depth estimation (NYUD2-DIR), and age estimation (IMDB-WIKI-DIR), and on the problem of imbalanced video progress prediction (Breakfast). Our main takeaway is: for a regression task, if the data sampling is imbalanced, then add a classification loss.
Algoritma Hopfield dalam menentukan rute tercepat untuk pendistribusian telur kepada konsumen

ENJ Poultry Shop is a business that operates in the field of egg distribution. The main problem faced is determining delivery routes, which are still less effective. The focus of this research is optimization to determine the fastest route through implementing the Hopfield algorithm in the application. With the Hopfield algorithm, it is hoped that it can provide a solution for finding the shortest route to distribute eggs to consumers. This research is quantitative, where the analysis is carried out by comparing the results of manual calculations with the results of calculations using the application. Data collection was carried out at a number of locations, which were used as delivery destination addresses. The Hopfield algorithm is applied by determining the delivery point to be addressed, then measuring each delivery distance so that an estimate of the distance at each point is obtained. After obtaining all the data, it is continued with calculations using the Hopfield algorithm. Based on the research results, it can be concluded that the implementation of the application works better, resulting in the fastest distance and time in determining the egg delivery route. By optimizing distribution time, it is possible to increase marketing and provide consumer satisfaction.
Penerapan Business Logic Component dalam aplikasi penjualan dan edukasi produk hidroponik berbasis mobile

In advanced technology and internet era, daily activities such as shopping, working, studying, and communicatingbecame more efficient and faster. This provides a great opportunity to improve the quality of life and the development of the mind. However, there are challenges faced by hydroponic farmers in expanding market reach and raising awareness about hydroponics in the community. The main problem is the lack of education about hydroponics among the public. In addition, the creation of applications is often complicated, difficult to set up, and difficult to test. However, with BLoC state management, we can separate the appearance and logic of the app, make the code easier to understand, and improve the quality of the app. The software development method used in this research is waterfall. The result was application that provides various educational features, including videos, articles, recipes, and interactive quizzes. This quiz helps users test their knowledge about the health benefits of vegetables and fruit, while the recipe feature provides information about ingredients and how they are prepared. Results from questionnaire testing showed that 91% of respondents found the app useful. With this high level of satisfaction, it can be concluded that this application is very useful for users.
Student’s Perception on the Use of Fun Vocabulary Multimedia in Enhancing Vocabulary Mastery for Elementary Level

The developments of multimedia language learning after Covid Pandemic. With the rise of the Internet and new technology, given students' perception about the use of Fun Vocabulary, their experience in the sector is critical for the successful development of academic programs, since the end user's perception toward the application of information technology is one of the most effective aspects. Hence this study was conducted in purpose to evaluate the students’ perception on the usage of multimedia Fun Vocabulary for grade IV elementary students as the implementation of Computer Assisted Language Learning (CALL). Twenty students filled the questionnaire survey after they experienced learning within the multimedia in case to assess the performance and qualities of a designed multimedia Fun Vocabulary. This study applied quantitative research to measure the users’ evaluation on platform usage through questionnaire which was as the instrument of collecting data. The result found that the students’ agreement showed positive perceptions prevailed over their disagreement or neutral responses in the questionnaire. Fun Vocabulary multimedia was designed and provided a variety of exercises and materials with interesting visual content which can enhance the understanding of vocabulary in English for elementary school level. It was very helpful for their motivation and interest to keep learning English via the platform and practice through its exercises. On the other side, the findings also indicated that the limitation of multimedia that cannot reach the next grade. On the other hand, other findings showed that the materials were very limited and could not reach more list of vocabulary provided in this multimedia. Otherwise, Fun Vocabulary multimedia simply can be used to learn English for students basically and can be useful for teacher as blended learning at class.
The Impact of Snake and Ladder Game the Second Grade Students' English Speaking Skill at SMAN 1 Kota Tidore

The study aims to obtain empirical data on the effectiveness of using the Snake and Ladder game in teaching English to second-grade students at SMAN 1 Kota Tidore. The study was conducted in experimental and control classes. There were 60 participants. The study was administered over three treatments. During the treatments, classes were taught English with the same content in different ways; the experimental class was taught using the Snake and Ladder game, while the control class was taught using the conventional method. The instrument used in this study was an oral test with a speaking rubric. The result stated that the post-test mean score of the experimental class was 80.43, while the post-test mean score of the control class was 70.73. The result of statistical hypothesis testing by using an independent sample t-test found that at the degree of significance of 5% (α = 0.05), the t-value was 2.247 while the t-table was 2.001, or t-value &gt; t-table. Therefore, H0 was rejected and Ha was accepted. Furthermore, Cohen's formulation was used for the effect size of the Snake and Ladder, and the result was 0.24. Therefore, it is concluded that teaching English using the Snake and Ladder game is effective in teaching English.
EFL Students' Perception on Using Mobile Learning Applications for Learning to Write

One way to aid in English learning is mobile learning. The main features of the mobile learning application are simplicity, engagement, and instant sharing. Mobile learning also has the potential to make learning to spontaneous, anywhere, and adapted to the wishes of the teacher or students (Miangah and Amin Nezarat, 2012). The objective of this study is to know what EFL Students’ Perception on Using Mobile Learning Application for Learning to Write. This study used descriptive quantitative research with survey design. To collect the data of the research, the data were collected through questionnaire. The population were EFL Students and sample of the study were 56 students. From the data analysis, it could be concluded that there were positive and negative perceptions among EFL Students. The total number of positive perceptions was 77%. Meanwhile, 23% students have negative perceptions. Mobile learning application used by EFL Students include Edmodo (11%), Google Classroom (36%), Google Meet (18%), Twitter (7%), and Quiz (28%). The most dominant Mobile Learning Application is Google Classroom.
A Study on Effectiveness of Social Media Advertising and their Purchase Intentions

Background: The research obtains the evolving circumstances of the effectiveness of social media advertising in Vijayawada in 2022 among several undergraduate students. With a concentration on the applied study, the examination seeks to assess the nuances of social media advertisements and their respective effect on purchasing intentions in the context of the dynamic digital ecosystem. Method: Implementing a descriptive survey method, the research surveyed all chosen undergraduate students with a particular 11-item questionnaire. Therefore, data analysis applied Structural Equation Modelling and SPSS with AMOS for an advanced exploration of purchase intentions, brand equity and brand image. Results and Discussions: The research model revealed a good fit, asserting its suitability. Therefore, accepted hypotheses emphasized the potential role and applicability of brand image in fostering brand equity and their respective strategic impact on the purchase intentions of consumers. Conclusion: The outcomes facilitate actionable perspectives for marketers, highlighting the significance of cultivating positive images of brands and strategically controlling brand equity in the strategies or policies of social media advertising.
ANALISIS SIMULASI KEGAWAT DARURATAN KORBAN TENGGELAM TERHADAP KETERAMPILAN MANAGEMENT OF DROWNING PEMUDA AREA BENDUNGAN NIAMA

Drowning is dangerous and can result in death in less than 24 hours. A drowning victim is an emergency that needs immediate treatment. The purpose of this study was to analyze the emergency simulation of drowning victims on the skills of management of drowning in youth in the Niama Dam Area. The research design used is a quasy experiment with a one-group pre-post test design approach. The research sample was some of the youth on the banks of the Niama Dam who were there at the time of the research with 30 respondents who were selected using a purposive sampling technique. The results of this study indicate that most of the respondents had a moderate skill level before being given an emergency simulation with a total of 13 respondents (43%). Meanwhile, after being given an emergency simulation, most of the respondents had a good skill level with a total of 19 respondents (63%). This study proves the simulation of the emergency for drowning victims on skills about management of drowning in youth in the Niama Dam Area. Keywords: Drowning, Emergency Simulation, Nursing
Exploring EFL Students’ Speaking Challenges in Their Speaking for Social Purposes

Speaking is a crucial aspect when we learn English. However, speaking activities in class is a challenge for students from different educational backgrounds, such as those from remote areas in Bengkayang, West Kalimantan. This study aims to explore the speaking challenges of Bengkayang students in the Speaking for Social Purposes (SFSP) classes at the English Language Education Program, Universitas Kristen Satya Wacana (UKSW). To collect the data, this study used semi-structured interviews that involved seven students from Bengkayang who had taken SFSP classes. The data analysis indicated some challenges faced by the students, such as a lack of self-confidence, pronunciation errors, and lack of vocabulary. This research also hopes to provide practical tips and tricks for students in overcoming some English speaking difficulties in similar contexts. Recommendations for future research are also discussed. &#x0D; Keywords: EFL students, speaking for social purposes, speaking challenges
VISUALIZATION OF EDUCATIONAL MATERIALS - AS A TOOL FOR EFFECTIVE INVOLVEMENT OF STUDENTS IN THE EDUCATIONAL PROCESS

The article discusses the process of translating verbal educational information into visual information using visualization objects. Visualization of educational materials is aimed at the development of cognitive processes of students. The subject of the research is methods, means and objects of visualization of educational information that ensure the activation of cognitive activity of students. The goal is the maximum replacement of textual information with visualization objects, activation of cognitive activity of students. The use of visualization technologies in the creation of educational material using visualization tools provides positive changes in cognitive activity.
Translation of Auxiliary Verbs in Novel the Fault in Our Stars

This study intends to: (i) analyze the forms of auxiliary verbs and their translation found in the data source, (ii) analyze the translation strategies used in the translation process from the source language and target language. This research study focuses on English auxiliary verbs and their translations into Indonesian found in the novel entitled “The Fault in Our Stars” and the translation strategies in the translation process. In analyzing the data, the analysis uses the translation strategies proposed by (Chesterman, 2016). The method that the researcher employs is namely qualitative method, while the approach is descriptive qualitative. The data taken is purposeful sampling. The data taken for each auxiliary verbs are 50 data. This research shows that most of the English auxiliary verbs are not translated in Indonesian because there is no fixed equivalent for auxiliary verbs in Indonesian. There are only four strategies out of thirty strategies proposed by Chesterman are used. The strategies are literal (7 data), transposition (28 data), unit shift (12 data), and compression (28 data). Moreover, the dominant strategy used are transposition and compression, for each of them is 28 data. Thus, it can be implied that only 2 of 30 translation strategies that mostly used in translating auxiliary verbs.
“Ceramic road” – seen from village communal house carving art

Inheriting the essence of traditional art has always been considered the fulcrum for the development of modern art. Pottery Road is the sketch for viewers of artworks re-enacting important historical events of the country, scenic spots along with the quintessence of traditional pottery villages. The image of “Ceramic Road” in close relationship with regions in the country is also simulated by a 100m-long ceramic painting piece, using ceramic coated with a colored glaze, fired at a temperature of 1,200 degrees Celsius, ensuring durability stands firm against time. The ceramic path with the application of traditional artistic elements, although not really a creative application, has also achieved certain successes.
Research on Adaptive English Teaching Mode with ChatGPT and VR Technologies

In the era of generative Artificial Intelligence, digital teaching has become an inevitable trend. Since the official release of ChatGPT technology last year, how to use ChatGPT to assist teaching has become a hot topic in the field of education. The teaching mode integrating ChatGPT and VR technologies emphasizes social elements, provides students with diverse learning experiences, meets individualized learning needs, and overcomes some shortcomings of traditional teaching methods. Considering these advantages, combined with ChatGPT and VR technologies, the article attempts to construct an adaptive English teaching mode in listening, speaking, reading, and writing from three aspects: teaching technology and approaches, teaching scenarios and content, and teaching assessment and feedback. This mode helps to improve students' learning interest, interpersonal communication skills, and intercultural communication abilities, and optimizes teaching strategies and methods based on intelligent teaching assessment and feedback mechanisms. The study aims to provide a reference for technology integration in the field of English education, with broad application prospects and promotion value.
Analysis of the results of the Unified State Examination in Biology in the Kabardino-Balkarian Republic: conclusions and methodological recommendations for teachers

The article presents the results of the analysis of the Unified State Examination in Biology in 2022 and 2023, provides conclusions indicating possible reasons of specific mistakes, and offers recommendations to teachers and methodological associations. The article presents the data revealed during the analysis of the results: the number of participants, the average marks, the average completing percentage of tasks. The study revealed the factors that affected the success of solving Biology problems of various complexity levels. The reasons for difficulties in completing tasks of advanced and high levels with meta-subject content are also highlighted. The paper briefly discusses the main forms and methods of teaching Biology that are aimed at high-quality training for Final Assessment.
УДОСКОНАЛЕННЯ ПРОФЕСІЙНОЇ ПІДГОТОВКИ МАЙБУТНІХ ПЕДАГОГІВ-МУЗИКАНТІВ У ФОРМАТІ ДИСТАНЦІЙНОГО НАВЧАННЯ

In the content of this article, the main vectors of distance learning in higher educational institutions in the field of art are revealed. Based on the analysis of scientific works and methodical recommendations, an attempt was made to make sure that the distance format, to a certain extent, can be adapted in musical educational practice. Therefore, in the process of dominance of remoteness in the musical academic space, in our opinion, adequate models of learning technology should be formed. Distance learning is a new educational experience that appeared in Ukraine in connection with various pandemic factors, it is a form of organization of the educational process, which is based, for the most part, on the independent form of the student. And in order for this format of knowledge acquisition to become effective, it is necessary, in our opinion, to research and adapt new forms and modes of training in music institutions to the modern requirements of education. In the article, we described the organization and provision of the educational process of distance education in synchronous and asynchronous mode for students of music education. In the conditions of rapid informatization of society, we analyze the vector of changes in the technology of the modern educational space, methods of expanding and deepening the intellectual capabilities of students’ professional work with information flows, the development of critical thinking and professional competence of future teachers-musicians. We believe that such formats should be inextricably linked with new methods and directions of distance learning and can be expanded and diversified with the help of music and computer technologies. The accumulation of knowledge, resources and creative possibilities in the field of ICT in the process of distance learning has a serious impact not only on the informational music space, but also, in general, on the creation and performance of musical information. In this regard, there is an urgent need for specialist musicians who accumulate and use such knowledge. Therefore, the most expedient direction in the educational process with music-computer technologies is the activation of the following directions: stimulation of cognitive activity, formation of interactivity of students’ musical thinking, development of user intuition, ability to analyze and quickly learn modern music technologies in various directions. For the formation of this kind of musical knowledge, we considered in the article the use of relevant Internet resources as practical creative platforms for training and professional development of students, teachers of the department of pop music of RDSU. The task of comprehensive implementation of distance educational practice, in our opinion, should in the future create an “intellectual” system of training and constant updating of the competence of students of the “Musical Art” direction of the university, will allow to form a person-oriented approach to education, increase the level of educational musical achievements and interest in music art.
Breast cancer detection with enhanced automated noise filter using hybrid shallow GAN

Breast cancer has become common among women and leads to both critical issues and life-threatening problems due to repeated radiations, changes in life style, hormonal and heredity reasons. The probability of facing the breast cancer is nearly one out of six, and hence, detection of cancer in the early stages will help to diagnose the disease and improve the survival rate. A Novel architecture using Hybrid Shallow GAN (HSGAN) is modeled here to detect the mammogram Images with better accuracy. The proposed work with HSGAN model is compared with state-of-the-art approaches with a competent accuracy of 96.21%. Moreover, to simplify the diagnosis, a prognostic approach is modeled taking the statistical parameters such as mean, standard deviation, kurtosis, contrast and heterogeneity of the given data into consideration, thereby improving decision process. The proposed method has the potential to be used in clinical practice to improve the accuracy of breast cancer detection and reduce false positives and false negatives.
Font Recommendation Service through Sentiment Analysis on Blog Post

Digital content is rapidly expanding across various platforms, and font selection plays a crucial role in design and readability, especially in text-based content. However, many blog platforms, despite their increasing usage, often overlook the importance of font selection, relying on default fonts. This study addresses this issue by proposing a system that analyzes the context of blog posts and recommends fonts that suit that context. By doing so, it enhances the mood and emotional expression of the content, ultimately improving the user experience of the blog platform. Users have responded positively to this system, recognizing its potential to effectively convey emotions and enhance interaction with readers. In summary, this research emphasizes the significance of font selection in blog posts and offers a solution to enhance the user experience by recommending context-appropriate fonts, allowing bloggers to express themselves more effectively and strengthen their connection with their audience.