Reviewerly/exHarmony huggingface dataset:
Towards real-time monitoring with a seismic antenna at Merapi volcano

&amp;lt;p&amp;gt;Seismic antennas are often used on volcanoes to analyse emergent signals as LP events or tremor.&amp;amp;#160; In fact, they can be used for any kind of seismicity whether the signal is impulsive or emergent. In this work we are using a seismic antenna as an instrument for monitoring the continuous seismic signal, with the objective of a real-time application.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;A seismic antenna composed of 5 broadband stations equipped with Guralp CMG-6TD stations was installed in November 2013 close to the summit of Merapi, on the site called Pasar Bubar. Sensors have a flat response characteristic from 30 s to the Nyquist frequency (50 Hz). This network has an aperture of 280 m. The shortest distance between sensors is 100 m.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;amp;#160;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;In the perspective of a real-time application, the main analysis, which consists of estimating the slowness vector, requires a shorter computation time than the data acquisition time. We thus focused on a signal processing technique based on the calculation of time delays on the vertical component only and in a single frequency band. Given a set of time delays and associated errors calculated between each couple of sensors in the frequency domain, the corresponding slowness vectors can be recovered by inversion. Slowness vectors are estimated for successive time-windows in the frequency band 0.5-3 Hz. Temporal series of back-azimuth and apparent slowness are deduced with respect to time.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;The analysis strategy for monitoring is then the following: A weight function expressed as a function of the derivatives of the time delays is calculated for successive moving time-windows. This function was designed in order to identify areas of stability of the back-azimuth values as function of time. A PDF of the back-azimuth and apparent slowness is then estimated for time series of 1 hour. This gives information on the dominant activity by time unit.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;We will show the results obtained with the analysis of several months of continuous signal which are including different types of events generated by the on-going eruptive activity&amp;amp;#160;of Merapi: 1) volcano-tectonic events, 2) Multi-Phase (MP) events related with magma ascent in the conduit, 3) low-frequency events, 4) Rock-falls and 5) Pyroclastic density currents.&amp;lt;/p&amp;gt;
Педагогічна стратегія використання хмарних сервісів в активізації інтересу учнів старшої школи до вивчення іноземних мов

The article considers the pedagogical potential of new learning tools, in particular, cloudservices for motivating and stimulating the interest of high school students to learn foreignlanguages. The concept of interest, cloud services and cloud-based learning tools are revealed.Attention is drawn to the necessity for the teacher to understand the basic age and psychologicalcharacteristics of students for quality and productive work. It is given the classification of cloudservices according to the methods of teaching while learning a foreign language. The articlehighlights not only the possibilities of providing cloud services to the subject teacher and theirinfluence on students' interest, but also prospects of research on this topic.Information and communication cloud services enable students to practice their language,improve grammatical competence, and educate their skills and competence. Special smartphoneapplications allow the user to use even their own mobile device to access training tasks andmaterials, providing continuous access and training 24 hours a day.The prospect of further scientific research lies in the plane of using the markers ofconstructiveness of the contextual approach to integrate the subject knowledge of high schoolstudents and the latest resources of information and computer technologies to enrich theeducational and informational competences of the individual.
Proficient Discrete Wavelet Transform Using Distributed Arithmetic Architecture on FPGA

Discrete wavelet transform (DWT) is a filter where discrete samples are operated on to capture both spatial and frequency components of the input signal into the filter output. It is widely used tool in image processing for applications such as image compression. There are numerous wavelet transform most popularly the Haar transform, Daubechies transform, dual tree complex transform, etc. Its implementation involves multiplication operation that requires high hardware complexity. These wavelet transforms can also be implemented using a technique called distributed arithmetic (DA) which saves resource by using multiply and accumulate accelerators. But the generic DA architecture consumes large LUTs, to eliminate this disadvantage, this paper proposes a resource efficient and fast alternative architecture designed using Xilinx Vivado for implementation of Daubechies low pass filter on FPGA.
IMPLEMENTASI PENGGUNAAN SISTEM INFORMASI AKUNTANSI UMKM DALAM MENGHADAPI REVOLUSI INDUSTRI 4.0

The presence of an Accounting Information System for Micro, Small, and Medium Enterprises (MSMEs) is one of the means to compile various reports that are indispensable for MSMEs to produce efficient and valid reports. The purpose of this research is to be able to find out the results of the implementation of an Accounting Information System in the era of the industrial revolution 4.0 on ikat weaving. This research only uses one respondent, namely AAM Putra Kota Kediri. This type of research conducted using case studies. In the method of data collection, this study uses interviews, observation, and documentation. Data analysis method used by the writer is descriptive analysis method with a qualitative approach. The results of data analysis and discussion of this study indicate that the aplication and readiness of the use of SIA is still not in line with the industrial revolution. Starting from recording the sales system and also the purchase. This study also shows the lack of employees or accounting department personnel in recording their books, due to lack of human resources and capital resources. Keywords: Accounting Information Systems, MSMEs, Industrial Revolution 4.0
Observation on creativity and spatial visualisation skills of graphic arts’ students

The aim of our research was to discover whether education in 3D computer graphics and visualisation can improve students' spatial visualisation skills and how the complex project as a design and synthesis of a 3D animation influences students' creativity. Spatial visualisation skills are extremely valuable in various professions, including graphic design and engineering, where 3D modelling and visualisation is becoming increasingly important for the qualitative execution of professional projects. Scientists define two types of three-dimensional skills, spatial visualisation and spatial orientation, where visualisation is understood as the ability to mentally rotate, flip and flip over presented images, while spatial orientation describes the ability to recognise the position or direction of objects in space. Creative process is defined as a sequence of thoughts and actions that lead to original and appropriate productions. The creative process can be discussed on two levels, i.e. macro and micro level with the related phases of the creative process: orientation, preparation, complementary stages after preparation, incubation, idea generation, production. The facultative course Advanced computer 3D graphic and visualisations is taught in the 2nd level studies of Graphic and interactive communication. Through project work, students are encouraged to use their creativity and imagination to create a visually attractive 3D animation that is also interesting in terms of content and in which they can convey the story they want to tell. For this reason, we often held individual sessions in which the teachers made profound corrections to the students' work and made suggestions for the further development of their projects. Experimental methods were: Questionnaires for self-assessment of the creativity process, whereby the students also interpreted their creative process with an illustration and the spatial visualisation test before and after the course. Regular evaluation of their project work with regard to the entire design process, i.e. 3D content creation, planning, technical approach and production, were also carried out. Results of the analysis present an interesting insight in students’ creative process, spatial ability and comprehension of 3D computer graphic that could be considered as teaching/learning guidelines in the coming academic years.
How to De-identify Personal Data in South Korea: An Evolutionary Tale

In early 2020, South Korea’s legislature made amendments to major laws in the area of data protection in order to, among others, promote the utilization of pseudonymised personal data. With these amendments, pseudonymised personal data can be processed, without consent from data subjects, for archiving purposes, scientific research purposes, or statistical purposes. Arguably, these amendments are largely inspired by the relevant provisions contained in the EU GDPR, although details differ between GDPR and South Korea’s amended statutes. One unique aspect of South Korea’s amended statutes is that they introduce a scheme under which designated agencies carry out the task of combining pseudonymised data that different entities possess.
Pengembangan Game Monopoli Zat Aditif Dan Tekanan Zat Padat Menggunakan Adobe Flash Terhadap Pemahaman Konsep Ipa Kelas VIII

Research has been conducted on monopoly game learning media using Adobe Flash using the research and development (R & D) research method using the Plomp model. The sample used for testing monopoly game learning media using Adobe Flash was 21 students of VIII B class of Saniangbaka. The testing instrument was validated by the lecturer at Tadris IPA Concentration in Physics UIN Imam Bonjol Padang. The test results show a good response to the understanding of students’ concept through practicality result of 86 % and the result of of the effectiviness of learning media monopoly game using Adobe Flash obtained 86,19 %. Result this indicates that learning media in the form of monopoly games using Adobe Flash are suitable for use as learning media.
IMPLEMENTASI SISTEM AKUNTANSI SAP-B1 TERHADAP STANDAR OPERASIONAL PROSEDUR (Studi Kasus pada PT. Dekoramik Perdana)

The aims of this research are to find out (1) the changing process of standard operating procedures (SOP) in the account payable section that are in accordance with the standards in the accounting system SAP Business One (SAP-B1), (2) the changing process of standard operating procedures (SOP) in the account receivable section that are in accordance with the standards in the accounting system SAP Business One (SAP-B1). This research was a case study at PT. Dekoramik Perdana and used qualitative explanatory research method. The samples is account payable section and account receivable section at PT. Dekoramik Perdana, obtained from the purposive sampling method. The data collection techniques used in this research were observation, interview, and document. The data that being analyzed are the SOPs and the SAP-B1 system in account payable and account receivable sections. The results of this research show that the SOPs in account payable section and account receivable section are going through a lot of improvement in accordance with the implementation of the SAPB1 system. Start with the Job Descriptions, then the SOP migration, and finally the SOP of SAP-B1 system. With the implementation of the SAP-B1 system, the workflows in the SOP for account payable section and account receivable section have become more organized and also supported by explanations regarding the documents needed during the work process. However, there are some tasks that do not use the SAP-B1 system such as commission calculation and goods costing calculation but they are still written in the SOP.
Blockchain-Based Regenerative E-Voting System

Technology plays a significant role in our daily lives with excellence of smart innovation and creativity. Multiple advanced technical resources and ideas contribute toward the progress of mankind. One such revolutionary technology that has emerged is blockchain. Blockchain is a game changer in modern technology. Elections play a vital role in a democratic country for people to select their own government; therefore, fair election process is essential. People need to gain trust on their vote. The technology deployed should aim to maintain the confidentiality of the votes cast. To improve the overall functioning of the voting system, Blockchain makes a noteworthy contribution. Blockchain provides an effective solution to make the election process more secured, fair, and transparent without reorganizing the fundamental policies of the current voting system. Any good technology will make progress, and one such technology is blockchain. It is designed to track chain of events in an application and store the information involved with high security. Blockchain employs a well-structured protocol to facilitate the performance of credible transactions in an application. It revamps the voting system process to lay a prospective roadmap to solve current complicated setbacks.
Modifikasi Pembangkit Kunci Algoritma RSA Dengan Menerapkan Algoritma Blum Blum Shub (BBS)

RSA has two keys, namely public key and secret key. RSA bases its encryption and decryption process on the concepts of prime numbers and modulo arithmetic. Both encryption and decryption keys are integers. The encryption key is not kept secret and given to the public (so called the public key), but the key for decryption is confidential (private key). To find the decryption key, it is done by factoring an integer into its prime factors. Therefore to strengthen the security of the RSA algorithm it is necessary to process the key making by factoring an integer into its prime factors in general. Because this is so common, a key modification to the RSA algorithm needs to be done. Modifications are carried out by using another algorithm that uses random numbers. By entering random numbers, it is considered able to eliminate the possibility of an attacker guessing the results by knowing the algorithm. One of these algorithms is the Blum Blum Shub Algorithm (BBS) algorithm. The purpose of using the Blum Blum Shub (BBS) algorithm is to make the key more difficult to guess, making it difficult for cryptanalysts to read the message or information. Based on the results of the above analysis that the RSA algorithm can be used for key formation by using the Blum Blum Shub algorithm as a key used in the RSA algorithm
GAMBARAN MOTIVASI BELAJAR MAHASISWA BK FKIP UNDANA MENGIKUTI PEMBELAJARAN BERBASIS DARING SELAMA MASA PANDEMIC

The purpose of this research was to describe the learning motivation of Guidance and Counseling (BK) students of FKIP Undana in taking online lectures during the pandemic. The research approach used a mixed method, quantitative and qualitative researches. The data was collected through an accessible online questionnaire (google form) on 94 BK students and through Focused Group Discussion (FGD) with 10 students of semester III, V and VII of Guidance and Counselling’s. The results of data analysis showed that the learning motivation of BK students in taking online lectures is in the high category and has a very good percentage. It is hoped that the implementation of online learning during this pandemic can be more effective by paying attention to the delivery media, infrastructure and presenting learning that can arouse student learning motivation.
The libraries’ communicating popular scientific knowledge

The author examines how the public libraries could promote scientific knowledge. M. Lermontov Interdistrict Centralized Library System develops programs targeted at different population groups. The project activity is being accomplished in partnership with academic and research institutions, and universities.
A study of factors affecting requirement communication between different roles involved in requirements engineering process

Background​. Requirements communication is an important activity that involves various stages in the project development process. Correctly understanding the requirements of stakeholders and effect ...
Automated generation of waypoints : for pathfinding in a static environment

Video game characters must almost always be able to travel from point A to point B and this task can be solved in various ways. There exist grid maps, waypoints, mesh navigation and hierarchical te ...
Neural Network Regularization for Generalized Heart Arrhythmia Classification

Background: Arrhythmias are a collection of heart conditions that affect almost half of the world’s population and accounted for roughly 32.1% of all deaths in 2015. More importantly, early detecti ...
FOSTERING STUDENTS' LOVE OF WRITING AT ELEMENTARY SCHOOL

Writing for elementary students is perceived as a difficult subject because they do not understand what to write and how to write. One of the contributing factors is because the teacher teaches writing not inviting writing, meaning that the teacher does not see writing as a process. The alternative solution to the problem is by not giving a lot of rules, giving freedom to start and end stories, learning by joking, and learning to write non-linear and erasing false myths. While the technique used is by learning in the classroom and learning outside the classroom. Registering words, writing chains, and quizzes are lessons that are done in the classroom. Meanwhile, learning that can be done outside the classroom can be done by writing a diary, writing on the wallpaper, and making clippings. This writing aims to make it easier for teachers to explore student competencies and the Indonesian learning process can be presented more meaningfully.
Discriminative Graph Learning via Low-Rank Constraint for Semi-Supervised Learning

Graph learning is more and more widely used in discovering associations and mining relationships between data and data.Our paper proposed a discriminative graph learning for semisupervised learning method discriminative graph learning with low rank constraints.Traditional semi-supervised learning methods exist the problem of similarity between similar species is not high.How to improve the similarity between similar species has become a problem we need to solve in this field.In order to solve this problem, this paper proposed a new semi-supervised learning means, which mainly includes two parts: 1) Representing the local structure of the research sample by lowrank representation, compressing similar content, and easily finding the focus of image classification;2) In order to improve the similarity between classes, a model that uses similarity constraints between the data to be classified.The proposed means is used for comparative experiments of classification on multiple data sets.Through experiments show that the means proposed in this paper performs better than traditional semi-supervised classification methods in terms of accuracy of classification.
PENINGKATAN MOTOVASI BELAJAR SISWA MELALUI MODEL PEMBELAJARAN MAKE A –MATCH DENGAN MEDIA “BESI” PADA MATA PEMBELAJARAN PKN DI KELAS VIII.2 SMPN 3 KOTO BARU:

The aim of this action research is to improve students’ motivation learning for PKn sabject by using “Iron” media throught Make A Match model at SMPN 3 Koto Baru Dharmasraya. Action research ha done two sycles. Each sycles for two time meeting using Make A Match model.For collecting data used observation sheet in sycle 1and 2. Resulting action research of motivationlearning about teacher activities are increasing. The first sycle get 90 % is in good category and the second sycle get 97% is in good category too. For the students activities are able to reach 71,21 % in sycle 1 that is a good category and sycle 2 students activities are able to reach 87,12% that is very good category. Resulting of studens motivation can be shown to indicator of ‘diligent for doing task’ in sycle 1 are able to reach 76% and sycle 2 is 94%. Indicator of’strong of confront trouble’in sycle 1 is 53%, in sycle 2 to be 67%. Indicator of ‘showing interest for varieting problem in sycle 1 is 42% and sycle 2 is increasing to be 60%. For indicator ‘more like to selftaught’its getting 2,3% for sycle 1 and sycle 2 just to reach 2,2%. Indikator ‘boring to routine tasks’ is getting 22% to be 3,6%. Indicator ‘maintaining opinion’is 4,5% is increasing to be 23%. Indikator ‘has the establishment of is 16% in sycle 1 and sycle 2 is in 16% too. For indicator ‘like finding and solve the problem,it is lower from 12% to be 11%. Resulting of research is able to be summary that a Make A Match model by using “iron” media is able to improve student’s motivation in learning of PKn sabject to students of VIII.2 class of SMPN 3 Koto Baru Dharmasraya at 2017/2018 sabject years.
اسهامات الجماعات التطوعیة فی تعزیز قیم المواطنة الرقمیة لدى أعضائها دراسة مطبقة علی نادی التطوع بجامعة الملک عبد العزیز The contributions of volunteer groups to enhancing the values of digital citizenship among their members

هدفت الدراسة الحالية إلىتحديد اسهامات الجماعات التطوعية في تعزيز قيم المواطنة الرقمية لدى أعضائها کهدف رئيسي وما يتبعه من أهداف فرعية فيما يتعلق بتعزيز قيم المواطنة الرقمية لدى أعضائها نحو (تعليم النفس والتواصل مع الآخرين، احترام النفس والآخرين، حماية النفس والآخرين)،تنتمي هذه الدراسة إلى الدراسات الوصفية حيث توصلت إلى تصور مقترح من منظور طريقة خدمة الجماعة لزيادة فاعلية دور الجماعات التطوعية في تعزيز قيم المواطنة الرقمية لدى أعضائها. The current study aimed to identify the contributions of volunteer groups in promoting the values ​​of digital citizenship among their members as a main goal and the sub-goals that follow in terms of promoting the values ​​of digital citizenship among their members towards (teaching oneself and communicating with others, respecting oneself and others, protecting oneself and others). The study is based on descriptive studies, where it came up with a proposed perception from the perspective of the method of group service to increase the effectiveness of the role of volunteer groups in promoting the values ​​of digital citizenship among their members. Abstract: The current study aimed to identify the contributions of volunteer groups in promoting the values of digital citizenship among their members as a main goal and the sub-goals that follow in terms of promoting the values of digital citizenship among their members towards (teaching oneself and communicating with others, respecting oneself and others, protecting oneself and others). The study is based on descriptive studies, where it came up with a proposed perception from the perspective of the method of group service to increase the effectiveness of the role of volunteer groups in promoting the values of digital citizenship among their members.
Descriptive Analysis for Discovery of Patterns of Interest in Student

The student desertion is a social problem that is not alien to any Higher Education Institution at the national level, in Ecuador the universities and technological institutes are in the process of evaluation and accreditation carried out by the Council for Quality Assurance in Higher Education (CACES), With relevance being the Retention Rate Indicator, hence the importance of generating strategies to maximize the rate of students who complete their career. The research on the Retention Rate Analysis and its incidence in the detection of student desertion patterns was carried out at the Technical University of Ambato, the research commitment is to detect the Desertion Patterns in students of each of their careers. This research proposes a solution to the problem with the use of techniques and algorithms of Data Mining for the search and discovery of patterns of interest, applying the methodology of the patterns of desertion shown in the Selection process.