Reviewerly/exHarmony huggingface dataset:
Information behavior of undergraduates to preventive measures of corona virus: A post COVID experience

This study was conducted with the primarily purpose of evaluating the information awareness, seeking behavior and use of preventive measures of corona virus. The survey research design of the analytical type and a purposive sampling was adopted for the study. The total sample size for this study was five hundred and thirty-eight (538). The instrument for data collection was a questionnaire. A total of 443 (92.7%) copies of questionnaire were returned and found usable. Data collected were analyzed using descriptive and multiple regression statistical tools. The study revealed that respondents were aware that omicron variant of corona virus is a new type of virus. However, majority agreed that the type of genetic materials in corona virus is DNA which contradicts proven studies and research. Findings on information needs of respondents revealed that majority need information on causes, symptoms, test procedures and transmission level of corona virus among others. The result on the sources by which the undergraduates get their information on corona virus revealed that the internet was the major sources of information while library was the least sources of accessing information. Furthermore, findings on the pattern of the use of preventive measures of corona virus information revealed undergraduates utilized the information on corona virus majorly for symptom identification; patient isolation/quarantine procedure and treatment procedure. The result on the regression analysis revealed a significant effect of information sources on attitude to use preventive measures of corona virus. Finally, the result revealed information awareness, needs and use have a significant influence on attitude of undergraduates to preventive measures of the virus. It was concluded that the library was the less consulted source of information related to the corona virus information on health needs. Hence, library should do more in providing accurate and credible health related information to its respective users.
Analysis of Recognition of Twitter Posts using a Hybrid Machine Learning Approach

Sentiment analysis of tweets has become a crucial task in understanding public opinion, sentiment trends, and brand perception. With the exponential growth of social media data, efficient and accurate sentiment analysis methods are essential. This research paper presents a comprehensive study on the design, simulation, and assessment of sentiment analysis of tweets using an improved machine learning methodology. The proposed methodology combines the strengths of natural language processing techniques and advanced machine learning algorithms to achieve superior performance in sentiment classificationIn the introduction, the paper outlines the significance of sentiment analysis and its applications in various domains. It discusses the challenges faced by traditional sentiment analysis approaches and highlights the need for more robust and accurate methodologies. The paper then delves into related works, exploring the existing state-of-the-art techniques and identifying gaps that the proposed methodology aims to address.The proposed methodology section details the steps involved in the sentiment analysis pipeline. It begins with data preprocessing, including tokenization, stop-word removal, and stemming. Feature extraction methods, such as TF-IDF and word embeddings, are explored and compared. Next, the paper presents an improved machine learning algorithm that combines ensemble learning and deep learning techniques. The model's architecture and training process are elaborated, along with the parameter tuning strategies to optimize performance.The results indicate that the proposed methodology outperforms traditional sentiment analysis approaches, achieving higher accuracy and robustness in sentiment classification. The paper highlights the model's strengths in handling sarcasm, irony, and context-specific language, which are common challenges in sentiment analysis. Furthermore, the efficiency of the proposed methodology is demonstrated through its ability to handle large-scale datasets in real-time. In conclusion, this research paper emphasizes the importance of sentiment analysis in understanding public opinion and its role in decision-making processes for businesses and governments. The proposed methodology exhibits promising results, making it a viable solution for sentiment analysis of tweets and other social media data. The study concludes by suggesting future research directions to further enhance sentiment analysis techniques and address emerging challenges in the field.
Peningkatan Kemampuan Menyimak Pembelajaran Peserta Didik Melalui Media Poadcast Pada Mata Pelajaran Bahasa Indonesia

This study aims to determine the role of podcast learning media in Indonesian language learning which focuses on listening to students on the subject of poetry.The research model used is the ADDIIE model which has five stages of development, namely the development stage, implementation stage, and evaluation stage. In this study, it was taken from an observation questionnaire conducted on a number of junior high school students. The Poadcast learning media or audio-radio-based learning media at this time can be accessed on several social media platforms such as Spotify, Joox, and others that can be accessed anytime. Any where by students. Nowadays, the average junior high school student already has an android, so it would be great if a teacher could learn by using podcasts as a media to support learning. The results showed that the use of podcasts or based Audio visuals are very helpful in improving students' listening skills because in terms of learning media, podcasts are very attractive to students compared to listening to directions from teachers manually in front of the class.
ВИКОРИСТАННЯ ВІЗУАЛІЗАЦІЇ МУРАШИНОГО АЛГОРИТМУ ДЛЯ ДОСЛІДЖЕННЯ ЕЛЕМЕНТІВ ШТУЧНОГО ІНТЕЛЕКТУ У ШКІЛЬНОМУ КУРСІ ІНФОРМАТИКИ

The school course of informatics differs from other disciplines studied by modern students. It is more and more flexible to react to current achievements in computer science and information technology. However, the introduction of new educational topics and new software requires detailed methodological processing and development of the appropriate methodological system. The article analyzes the possibility of using elements of artificial intelligence as a material for students to study students within the current school curriculum and master their modern competencies. Some aspects of the use of modern achievements in artificial intelligence for education are considered. The problem of choosing the content of educational material and picking up of practical tasks for the formation of appropriate competencies is very urgent. The new realities declared in the Concept of artificial intelligence development in Ukraine require an increase in the share of artificial intelligence materials in the school of computer science. The authors suggest to use the ant algorithm to visual familiarize students with models, built on the principles of artificial intelligence. The article shows the role of the use of natural models of swarm intelligence to form the basic conceptual apparatus of artificial intelligence for students; the factors that determine the ant algorithm as a promising training trend for the study of artificial intelligence elements in the study of computer science in the upper classes are considered. Examples of research tasks that use online service developed to visualize the Ant algorithm are given.
Pengembangan Multimedia Interaktif Berbasis Adobe Flash Pada Mata Pelajaran Bimbingan TIK Kelas VIII SMP

The development of interactive multimedia is carried out as an effort to solve student learning problems, where the limited number of hours of lessons at school, practical material, the risk of students being left behind is greater, causing disturbances in the classroom such as students often making noise and sometimes disturbing their friends. This is also caused by the limited existing learning media, the lack of teacher variation utilizing educational media, both conventional and technology-based media. This study uses the Research and Development (RnD) research method, using the Borg and Gall development model. The development procedure in this study is procedural and simplified according to the needs of the researcher, namely (1) data collection, (2) product design, (3) product development, (4) validation and revision, (5) product trial, (6) product end. Product validity was carried out by 3 people, namely 2 media validators and 1 material validator, while the number of research subjects was 24 students of SMP Negeri 1 Ampek Angkek. The data collection instrument is in the form of a questionnaire, assessment formats and test questions. Data were analyzed descriptively qualitatively and quantitatively. Based on the results of the feasibility assessment of the media validator and material validator, it can be concluded that the results of the assessment by two media experts are categorized as "Very Valid" for use with the number of assessments from validator I getting an average of 4.96 and validator II an average of 5.00. While the results of the material expert's assessment were categorized as "Very Valid" with an average of 4.44. The results of the interactive multimedia practicality test are in the "Practical" category with an average rating of 4.37. The results of the effectiveness test show that t_count &gt; from t_table so that it shows a significantly higher difference between pretest and posttest. Based on the results of the validity test, practicality test and effectiveness test, it can be stated that this interactive multimedia based on Adobe Flash CS6 is suitable for use in learning.
A Triplet-Contrastive Representation Learning Strategy for Open Intent Detection

Open intent detection aims to correctly classify known intents and identify unknown intents that never appear in training samples, thus it is of practical importance in dialogue systems. Discriminative intent representation learning is a key challenge of open intent detection. Previous methods usually restrict known intent features to compact regions to learn the representations, which assumes that open intent is outside regions. However, open intent can be distributed among known intents. To address this issue, this paper proposes a triplet-contrastive learning strategy to learn discriminative semantic representations and differentiate between similar open intents and known intents. Further, a method named Triplet-Contrastive Adaptive Boundary (TCAB) is proposed, which leverages the triplet-contrastive learning strategy and an adaptive decision boundary method to detect open intent. Extensive experiments on three benchmark datasets show that our method achieves substantial improvements compared with a list of baseline methods.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ADOBE FLASH CS6 PADA MATA PELAJARAN IPS KELAS VIII SMP

The development of interactive multimedia based on Adobe Flash CS6 is one of the efforts to assist teachers in teaching and assisting students in understanding the material presented, can increase students' motivation, interest and memory in understanding learning. This interactive multimedia development research aims to produce interactive learning media products in social studies subjects as tools or media that are in accordance with the media and material eligibility criteria. This research is a development research known as Research and Development (R&amp;D). The research procedure used in this development uses 4D stages consisting of the definition stage (Defind), the planning stage (Design), the development stage (Development), and the dissemination stage (Disseminate). Data collection techniques in this study used validation sheets and student response questionnaires. The product validity test was carried out by three validators consisting of two media experts and one material expert. The practicality test subjects were taken as many as 25 students of class VIII SMPN 3X11 Kayutanam for the 2022/2023 academic year. by 97.69%. and the results of validator II obtained an average of 99.23%. So that the overall results obtained an average of 98.46% in the "Very Eligible" category. While the results of the material expert validation are also categorized as "Very Appropriate" for use with a value of 93.33%. Furthermore, the results of the practicality test of interactive multimedia products are in the "Very Appropriate" category for use with an overall average of 90.47%. one learning media and can help the learning process more interesting and can increase student enthusiasm in the learning process.
Opacity Enforcement via Attribute-Based Edit Functions in the Presence of an Intended Receiver

The enforcement of opacity, a security property concerning information-flow, has been investigated using edit functions, which are capable of manipulating the output of the system via insertion, replacement, and erasure operations on its symbols, in order to ensure that an outside observer (the intruder) does not gain access to critical system information. In this article, we consider situations where an intended receiver may be present and develop attribute-based edit functions, which not only obfuscate the output for the intruder, but also allow the intended receiver (who is assumed to have access to specific additional information) to recover the original output behavior. In our developed edit mechanism, edit functions modify the output by only performing insertion or replacement operations under a carefully chosen replacement regulation. Moreover, the outside observer that satisfies the intended-receiver attribute (i.e., the identity of the observer is the intended receiver) is able to recover the unedited output sequence using its ability to distinguish inserted/replaced symbols, and its knowledge of the replacement regulation. We provide an algorithmic procedure, based on a backtracking technique, to obtain suitable replacement regulations for the attribute-based edit function and the intended receiver.
Pengaruh Penggunaan Media Pembelajaran Interaktif Terhadap Hasil Belajar Pada Mata Pelajaran Ilmu Pengetahuan Alam (IPA) Siswa Kelas IV SDN Cupak

Schools have a significant position in the smooth process of education. At this time, education providers are increasingly aware of the meaning of media that supports education. Learning by using interactive media can be used as an alternative source to reduce student saturation in the educational process. especially can be used when science education at the SDN Cupak level. Therefore, the case studied in this study is "Is there any effect of using interactive media based on Adobe Flash CS6 on fourth grade students at SDN 12 and SDN 05 Cupak, Solok Regency." It consists of 2 classes, namely the experimental class and the control class. With the method of equating the experimental class, namely class IV SDN 12 Cupak with treatment using interactive educational media and the control class, class IV SDN 05 Cupak being treated not using interactive media. Having the same number of students is 25 people. This research was conducted on science subjects in semester 2 of the 2021/2022 academic year. For hypothesis testing, this study used t-test statistics, with a significant level of 5% (= 0.05). The results showed that the average value of the experimental class using interactive media was 80.36. The average value of the control class that does not use interactive media is 70.84. Based on the calculation of the t-test (t-test) obtained tcount 7.43 otherwise ttable at a significant level 0.05 = 2.01. When compared, so that tcount &gt; ttable is 7.43 &gt; 2.01. Which means that H0 is rejected as well as H1 is accepted. Thus the use of interactive media significantly affects the science learning outcomes of fourth grade students at SDN 12 Cupak.
Identification of the Personal Skills Using Games

Software development is typically a team activity due to its complexity. However, integrating a new team can be challenging because team member needs to adapt to work with the others. In this context, the study of personal or soft skills has become relevant because they are essential for teamwork and individual success in professional life; although evaluating them is challenging. This paper presents a proposal for assessing soft skills, specifically flexibility to change, with games as an alternative. Games abstract participants, making them to forget they are observed, producing an environment in which a more natural performance is expected while recreating situations similar to those during software development projects. Also, results from a case study focused on evaluate flexibility to change are presented. Flexibility to change is a soft skill that can be evaluated at individual level and highly contributes to the success of teamwork.
The Ability to Produce Description Texts for Class VII Students of Mts Al-Qalam, Jereweh District

This study aims to determine the ability to produce descriptive text of class VII students of MTs Al-Qalam, Jereweh District, by paying attention to aspects of descriptive text content, descriptive text structure, and linguistic characteristics of descriptive text. The method used in this research is descriptive quantitative. The data collection technique used is an ability test in the form of a written test. The population in this study were all 7th grade students of MTs Al-Qalam, Jereweh District in the 2021/2022 academic year, totaling 13 students, consisting of 9 boys and 3 girls. Jereweh saw from the aspects assessed, that students have not been able to write a descriptive text. This is evidenced by the results of student work which shows that students who get a score of 90 are 1 person and those who get a score of 70 are 2 people, who get a score of 65 as much as 3 people, who get a score of 60 as much as 5 people, who get a score of 55 as much as 2 people. The conclusion is that the ability to produce texts for class VII students of MTs Al-Qalam, Jereweh District for the 2021/2022 academic year, totaling 13 has not been able to be as mandated by the 2013 Curriculum.
Video perception enhancement using effective encoding optimization in future generation wireless network

&lt;span&gt;The cumulative effects of network transmission link imperfections and real-time limitations of video data result in multiple challenges for video transmission in massive millimeter wave (mmwave) network. The challenges, together with the increasing expectations of users for good-quality videos, further extend the complexity particularly in dense areas. To address the issues this work proposes perceptual quality aware video encoding (PQAVE) scheme in two phases: in phase 1 an effective perceptual quality encoding method leveraging low-rank approximation to reduce overall video size is done. In phase 2, a novel bitstream optimization technique is introduced to improve perceptual quality of videos. Experiment are conducted using standard video dataset show the proposed PQAVE model attain better bit error rate (BER), symbol error rate (SER), error vector magnitude (EVM), and coding gain in comparison with existing perceptual video encoding scheme.&lt;/span&gt;
Object solidity disambiguates ambiguous motion

The human visual system is endowed with expectations about physical regularities it routinely perceives. One basic regularity of our world is that of “object solidity”: Solid objects cannot pass through each other. Surprisingly, not only is there no convincing evidence that solidity is embedded in automatic visual processes, the visual system has been shown to tolerate obvious violations of this physical constraint (Ames, 1951; Leslie, 1988; Wilson & Robinson, 1986). Here we provide novel evidence that the adult human visual system does in fact use solidity to guide perception – in particular interpretations of ambiguous motion. When viewing displays compatible with multiple interpretations, participants consistently favored interpretations which did not violate object solidity over those that did (for a demo, see www.daweibai.com/solidity_ambiguous_motion/demo_sep.html). Specifically, two ambiguously rotating rings that partially overlapped were predominantly perceived as moving in 180° rotation (which respects solidity), instead of 360° rotation (where the rings traverse each other). This preference diminished or disappeared if the rings were separated or holed, and could not be overridden by a contradictory disambiguating cue – 360° rotating shadows. Further demonstrating the robustness of this effect, we discovered that a linearly moving circle was more likely perceived as moving circularly in depth when a vertical bar was introduced in its path. This effect persisted even if the circle varied in size during its motion (as would a circling ball). Together, our results demonstrate that the visual system integrates solidity in its computations of ambiguous motions, preferring the interpretations respecting solidity.
A Robust SLIC Based Approach for Segmentation using Canny Edge Detector

An accurate image segmentation in noisy environment is complex and challenging. Unlike existing state-of-the-art methods that use superpixels for successful segmentation, we propose a new approach for noise-robust SLIC (Simple Linear Iterative Clustering) segmentation that incorporates a Canny edge detector. By leveraging Canny edge information, the proposed method modifies the pixel intensity distance measurement to overcome boundary adherence challenge. Furthermore, we adopt a selective approach to update cluster centers, focusing on pixels that contribute less to the noise. Extensive experiments on synthetic noisy images demonstrate the effectiveness of our approach. It significantly improves SLIC's performance in noisy image segmentation and boundary adherence, making it a promising technique for vision processing tasks.