Reviewerly/exHarmony huggingface dataset:
Lightning Fast Video Anomaly Detection via Adversarial Knowledge Distillation

We propose a very fast frame-level model for anomaly detection in video, which learns to detect anomalies by distilling knowledge from multiple highly accurate object-level teacher models. To improve the fidelity of our student, we distill the low-resolution anomaly maps of the teachers by jointly applying standard and adversarial distillation, introducing an adversarial discriminator for each teacher to distinguish between target and generated anomaly maps. We conduct experiments on three benchmarks (Avenue, ShanghaiTech, UCSD Ped2), showing that our method is over 7 times faster than the fastest competing method, and between 28 and 62 times faster than object-centric models, while obtaining comparable results to recent methods. Our evaluation also indicates that our model achieves the best trade-off between speed and accuracy, due to its previously unheard-of speed of 1480 FPS. In addition, we carry out a comprehensive ablation study to justify our architectural design choices.
OpenScene: 3D Scene Understanding with Open Vocabularies

Traditional 3D scene understanding approaches rely on labeled 3D datasets to train a model for a single task with supervision. We propose OpenScene, an alternative approach where a model predicts dense features for 3D scene points that are co-embedded with text and image pixels in CLIP feature space. This zero-shot approach enables task-agnostic training and open-vocabulary queries. For example, to perform SOTA zero-shot 3D semantic segmentation it first infers CLIP features for every 3D point and later classifies them based on similarities to embeddings of arbitrary class labels. More interestingly, it enables a suite of open-vocabulary scene understanding applications that have never been done before. For example, it allows a user to enter an arbitrary text query and then see a heat map indicating which parts of a scene match. Our approach is effective at identifying objects, materials, affordances, activities, and room types in complex 3D scenes, all using a single model trained without any labeled 3D data.
Improving Proactive Dialog Agents Using Socially-Aware Reinforcement Learning

The next step for intelligent dialog agents is to escape their role as silent bystanders and become proactive. Well-defined proactive behavior may improve human-machine cooperation, as the agent takes a more active role during interaction and takes off responsibility from the user. However, proactivity is a double-edged sword because poorly executed pre-emptive actions may have a devastating effect not only on the task outcome but also on the relationship with the user. For designing adequate proactive dialog strategies, we propose a novel approach including both social as well as task-relevant features in the dialog. Here, the primary goal is to optimize proactive behavior so that it is task-oriented - this implies high task success and efficiency - while also being socially effective by fostering user trust. Including both aspects in the reward function for training a proactive dialog agent using reinforcement learning showed the benefit of our approach for more successful human-machine cooperation.
Incidence, a scoring positional game on graphs

Positional games have been introduced by Hales and Jewett in 1963 and have been extensively investigated in the literature since then. These games are played on a hypergraph where two players alternately select an unclaimed vertex of it. In the Maker-Breaker convention, if Maker manages to fully take a hyperedge, she wins, otherwise, Breaker is the winner. In the Maker-Maker convention, the first player to take a hyperedge wins, and if no one manages to do it, the game ends by a draw. In both cases, the game stops as soon as Maker has taken a hyperedge. By definition, this family of games does not handle scores and cannot represent games in which players want to maximize a quantity. In this work, we introduce scoring positional games, that consist in playing on a hypergraph until all the vertices are claimed, and by defining the score as the number of hyperedges a player has fully taken. We focus here on Incidence, a scoring positional game played on a 2-uniform hypergraph, i.e. an undirected graph. In this game, two players alternately claim the vertices of a graph and score the number of edges for which they own both end vertices. In the Maker-Breaker version, Maker aims at maximizing the number of edges she owns, while Breaker aims at minimizing it. In the Maker-Maker version, both players try to take more edges than their opponent. We first give some general results on scoring positional games such that their membership in Milnor's universe and some general bounds on the score. We prove that, surprisingly, computing the score in the Maker-Breaker version of Incidence is PSPACE-complete whereas in the Maker-Maker convention, the relative score can be obtained in polynomial time. In addition, for the Maker-Breaker convention, we give a formula for the score on paths by using some equivalences due to Milnor's universe. This result implies that the score on cycles can also be computed in polynomial time.
Proposed Optimization Algorithm for Solving CCTV Camera Placement

The installation of CCTV cameras monitoring the street sections of one of the most visited areas of Manila may serve as deterrence against theft, crime, abduction, and even act of lasciviousness. Furthermore, the redundant orientations of some of the units in the system were recognized as possible inhibitors of the efficiency of the local surveillance system. In line with this, the study proposed a model for CCTV camera placement in Intramuros by representing the community as a graph in a 2-dimensional space. The paper presents a two-phase approach in determining the best placements of CCTV cameras. Phase I took care of the ideal installation spots as a set-covering problem while Phase II identified the optimal CCTV orientation using the Proposed algorithm. In Phase I, a binary integer programming model was formulated and solved using the data solver function of Microsoft Excel. The designed algorithm in Phase II was based on greedy heuristics utilizing the results in Phase I to identify the optimal orientation of the CCTV units. Findings suggest that out of the seventeen candidate locations, nine of them are optimal for CCTV installation. A total of twenty-three CCTV units are required to cover all the entry and exit points of the streets in district 5 of Intramuros. The proposed algorithm produced two optimal solutions A and B. Comparison with the existing CCTV system in the district and discussions on each optimal installation suggested that result B is better than A. Recommendations on the results of the study were addressed to the authorities of district 5 for immediate implementation.
PENGARUH PENGAWASAN TERHADAP KINERJA PEGAWAI PADA KANTOR BADAN PENGELOLA PAJAK DAN RETRIBUSI DAERAH DAERAH (BPPRD) KOTA BANDAR LAMPUNG

.
CRIMES CIBERNÉTICOS NO BRASIL

The internet is a worldwide network of devices interconnected with the purpose of serving users. Through it there is socialization between people or groups, through electronic messages, e-mail, video calls and search on websites anywhere in the world. Faced with a pandemic in the middle of the 21st century, the only means of socialization came through electronic devices connected to the internet. With just one click, you can access a range of digital content, providing internet users with great ease of communication. However, this viability hides a dark side, crime network organizations committed in the cyber underworld, this article aims to address cyber crimes, such as ideological falsification, child pornography, slander, defamation, bullying, extortion and plagiarism, among others provided for in the Code Brazilian Penal Code as well as their due penalties.
UniCon: A unified star-operation to efficiently find connected components on a cluster of commodity hardware

With a cluster of commodity hardware, how can we efficiently find all connected components of an enormous graph containing hundreds of billions of nodes and edges? The problem of finding connected components has been used in various applications such as pattern recognition, reachability indexing, graph compression, graph partitioning, and random walk. Several studies have been proposed to efficiently find connected components in various environments. Most existing single-machine and distributed-memory algorithms are limited in scalability as they have to load all data generated during the process into the main memory; they require expensive machines with vast memory capacities to handle large graphs. Several MapReduce algorithms try to handle large graphs by exploiting distributed storage but fail due to data explosion problems, which is a phenomenon that significantly increases the size of data as the computation proceeds. The latest MapReduce algorithms resolve the problem by proposing two distinguishing star-operations and executing them alternately, while the star-operations still cause massive network traffic as a star-operation is a distributed operation that connects each node to its smallest neighbor. In this paper, we unite the two star-operations into a single operation, namely UniStar, and propose UniCon, a new distributed algorithm for finding connected components in enormous graphs using UniStar. The partition-aware processing of UniStar effectively resolves the data explosion problems. We further optimize UniStar by filtering dispensable edges and exploiting a hybrid data structure. Experimental results with a cluster of 10 cheap machines each of which is equipped with Intel Xeon E3-1220 CPU (4-cores at 3.10GHz), 16GB RAM, and 2 SSDs of 1TB show that UniCon is up to 13 times faster than competitors on real-world graphs. UniCon succeeds in processing a tremendous graph with 129 billion edges, which is up to 4096 times larger than graphs competitors can process.
DESIGN AND DEVELOPMENT OF VEGETABLE SORTING SYSTEM WITH ROBOT GRASPING TECHNIQUE

Arranging are essential assignments in mechanical apply autonomy which can be testing relying upon the object.The shape can be one of the criteria.The image processing technique is used to find the detection of shape.It points fit as a fiddle of the item and sort it in like manner.In this paper, we manage the computerized material taking care of framework by which the framework synchronizes the development of the mechanical arm to pick and place the item.The arranged pick and spot activity were simply founded on the MATLAB programming of the automated framework.The disposal of human mistakes and exactness of work is accomplished.The venture includes a camera which procedures the shape and size of the object and transmits the sign to the Arduino board which thus transmits the sign to the engine and it performs as indicated by the shape and size of the article utilizing picture handling the robot and consequently sorts the object and spots it to the precise area as it determined.The algorithms will be experimented on 5 DOF of pick and place robot and results will be analyzed and evaluated to calculate the workspace of robot.
Identifying level and category shift in Legenda Pulau Senua bilingual storybook

to the TL. Adding occurs because TL has grammatical category which SL lacks. Omitting occurs because the TL has a grammatical category which exists in the SL.&#x0D; Purpose: This study is conducted to analyze translation shifts in Bilingual book story.&#x0D; Design and methods: This study used qualitative research method in the form of content analysis. Data analysis techniques is the process of organizing and sorting data into the patterns, categories and units of the basic description so that it can be determined the theme and can be formulated working hypothesis as based on the data.&#x0D; Results: there were 15 data that indicated translation shift in this book, and the category shift were dominantly used. Any shift in the process of translation is normal, as long as it does not change the meaning or the message of the text.
SISTEM PAKAR PENYAKIT KUDA (STUDI KASUS PEGASING ACEH TENGAH)

Disease is one of the factors that reduce the population of horses in Indonesia, in general, disease is a health problem. (T et al., 2015) In terms of origin, diseases can be grouped into two categories, namely diseases caused by infection and diseases caused by non-infection. Non-infectious diseases are diseases caused by the state of the body itself, such as allergies. and hormonal imbalance.&#x0D; The analytical method in this study uses the Certainty Factor (CF) method with several stages, namely data collection, problem identification, system design, system analysis, system implementation, and testing. Forward chaining reasoning technique which begins with the process of data collection and diagnostic facts. (Khoirul et al., 2021) forward chaining is carried out by using existing facts to draw conclusions, each fact will produce a conclusion in the form of a diagnosis and the process of indicating a measure of certainty against a fact or rule.&#x0D; The results of the study found that the results of collecting disease data, symptoms and rule bases obtained from an expert, can be made a disease rule chart, several symptoms of one type of disease and several symptoms with several diseases.&#x0D; Targeted outputs: Compulsory outputs are Monograph Books with ISBN with the title Application of Certainty Factor to detect racehorse disease (Case Study: Central Aceh Regency) and additional outputs of the Sinta 3 Accredited National journal.
Auto-ethnography on the Growth Experiences of the Adult Survivor of Child Abuse

Objectives This study presents an in-depth description of the growth and development process of the researcher who experienced traumatic child abuse by an alcohol-abusing primary caregiver through career exploration and healing and recovery by becoming a late learner in the counseling psychology major from an emic perspective.&#x0D; Methods To this end, an autobiographical cultural technology magazine was applied to conduct a qualitative research method to talk about life experiences such as child abuse that the researcher himself experienced, The researcher's individual experience was explained by approaching psychotherapy based on developmental psychology and counseling psychology.&#x0D; Results The results of the study are as follows. First, the researcher was traumatized by child abuse from an alcohol-abusing primary caregiver; second, the formation of an unstable attachment with the primary caregiver, which was unsafe and unprotected, had a negative effect on the researcher's life from childhood to adulthood; third, in a situation where the researcher could not expose his trauma due to blood relationship with the primary caregiver, it became a long-term trauma; and fourth, emotion regulation and psychotherapeutic approaches were necessary through awareness and discernment of the adult survivor of the child abuse to achieve growth and recovery after the hardship.&#x0D; Conclusions Understanding the nature of child abuse trauma through auto-ethnography gives insight into the long-term effects of child abuse and the growth and recovery process after the hardship of the late learner majoring in counseling psychology and provides therapeutic intervention methods to traumatized adult survivors and their families.
Penerapan Media Papan Gambar dalam Meningkatkan Kemampuan Membaca Siswa Kelas 1 di MI Darul Ulum Bantaran

&#x0D; The learning media used by teachers at MI Darul Ulum in improving students' reading skills, especially class I, still uses the syllable method so that students can only recognize letters and memorize some syllables. To overcome this, all researchers suggest using new media to improve students' reading skills. Drawing board media is media that consists of picture elements and can be disassembled with tools using small nails. These problems are discussed through Classroom Action Research (CAR) using two cycles. The results obtained from this study are that the use of drawing board media can improve the reading ability of MI Darul Ulum class 1 students with a total of 9 students. This can be proven from the significant increase in students' learning mastery and classical absorption from the two cycles that have been carried out, the indications are the increase in the average score of pre-cycle students, namely 58%, cycle I 72%, cycle II 83%. Likewise, the percentage of students' classical learning completeness also experienced a lot of improvement, namely 33% in the pre-cycle, 56% in the first cycle and 100% in the second cycle.
Analisis Gerakan Literasi Sekolah melalui Pojok Baca Siswa Kelas 4 SDN Pinang 1

This study describes how the school literacy movement is through the reading corner of grade 4 students at SDN Pinang 1. The school literacy activity at SDN Pinang 1 is to get students used to reading for 15 minutes before and after learning and is carried out every day. The goal is that students get used to reading and can improve students in reading. Not only with the literacy movement to improve students' reading so that students in reading at SDN Pinang 1 also set up a corner which is expected to increase students' reading interest because students are closer to them. The technique used in this research is descriptive qualitative by using information collection methods in the form of observation, interviews, and documentation. Checking the validity of information using triangulation. Information is analyzed through the steps of gathering information, reducing information, presenting information, and drawing conclusions. Respondents in this research amounted to 14 people, namely the principal, the homeroom teacher for grade 4A, and 13 students in grade 4A. Based on the results of the research, the school literacy movement through the reading corner at SDN Pinang 1 ran efficiently even though it had been hampered by the pandemic.
Perbedaan Self Efficacy dan Hasil Belajar Mahasiswa pada Mata Kuliah PKn Berdasarkan Gender di IAIN Takengon

This study aims to see the difference in self-efficacy and learning outcomes in the PKN course for Tadris Mathematics students based on gender at IAIN Takengon. Gender differences are one of the factors that affect differences self-efficacy and learning outcomes. This study uses a quantitative research method with a comparative type by comparing the self-efficacy and learning outcomes of female and male students. Sampling for this study used saturated sampling, namely taking all members of the population as a sample. This study uses inferential statistical analysis in processing the data by using the t-test with two independent samples because it compares 2 groups of independent samples that are not related. This research resulted in a conclusion that there was no difference in the self-efficacy of tadris mathematics students in PKN courses at IAIN Takengon based on gender. It was also concluded that there was no difference in the learning outcomes of PKN Tadris Mathematics students at IAIN Takengon based on gender.
Pengembangan Media Video Animasi pada Metode Inkuiri untuk Pembelajaran IPS Kelas IX SMP

One effort that can be done to solve problems in learning is to develop learning media on the right method. One of the learning problems found was the lack of student interest in learning social studies because the methods and media used were not appropriate. Social studies learning has a lot of material descriptions and contains abstract things if delivered using methods that cannot involve students in learning and media that are less attractive, it will make students less enthusiastic to learn. Therefore, this development research aims to produce an animated video product on the inquiry method for social studies learning for Class IX SMP that is valid, practical and feasible. This research uses a type of development research or also known as Research and Development (R&amp;D). The development model used is the ADDIE model. The ADDIE model consists of five stages of development, namely: (1) Analysis (Analysis), (2) Design (design), (3) Development (development), (4) Implementation (application), (5) Evaluation (evaluation). Products in the form of animated video media will be tested for the validity of the media by two validators and the validity of the material will be tested by one validator. Practicality test was conducted on 21 students of class IX. 4 at SMPN 1 Tanjung Raya. Based on the results of the product validity test, it shows that the media is said to be very valid with a proportion of 92.06%, according to the proportion of experts who are right at 90%. In the final results of the practicality test of learning media products, it is categorized as very valid with a percentage of 92.38%. In accordance with these results, it can be said that the learning animation video media on the inquiry method for social studies learning for class IX SMP is declared valid; practical and feasible to use.
Pengaruh Motivasi Belajar terhadap Kesulitan Belajar Mahasiswa pada Mata Kuliah Statistik Sosial Prodi Pendidikan Agama Islam

This research was made to decide the impact of motivation on the students’s learning difficulties from the 2018 entry year in the social statistics course, Islamic Education Study Program, UNP. The population of this research were taken from 2018 collague student who entering the Islamic Education Study Program, totaling 170 student, and the sample used was 105 students. The research data was gained from the results of questionnaire that had fulfilled the validity and reliability requirements. Data were interpreted by a simple linear regression technique that composing by T-test, F-test, and Coefficient of Determination. Before testing the hypothesis, the data must go through normality and linearity tests as prerequisite tests. From the proceed of the f-test analysis, it was obtained f count = 52.252 ≥ f table = 3.92, which mean is the learning motivation has an influence to the learning difficulties. Then in the test output from coefficient of determination obtained r2 = 33.7% which indicates learning difficulties are influenced by learning motivation of 33.7% and 62.3% is affected by the other factors. Then the T-test results gained t count = -7.229 &lt;T table = -1.980, meaning that motivation has a significant effect on learning difficulties. The simple linear regression similarity gained is Y = 97,796 – 0,580X which indicates that each learning motivation has increased one value, also learning difficulty reduce by 0.580. Negative sign indicates the existence of a form of influence in the opposite direction. So if learning motivation decreases, learning difficulties will increase. Conversely, if the motivation to learn increases, the difficulty of learning will decrease.