Reviewerly/exHarmony huggingface dataset:
RANCANG BANGUN STORYTELLING GAME VISUAL NOVEL ALKITAB INJIL MATIUS

Bible is a Scripture that believed by Christians which used as foundation in religious life. Reading the Bible can be more enjoyable by combining text, images, and sound, namely by creating a visual novel game. This visual novel game can be made using Ren'py. By making this Visual Novel Game about the Bible, children can use games to learn about the Bible. The data in this study can be obtained through books, journals, and the internet which are related to the concepts and research methods being carried out. Later, the data used will be validated in advance by the religious leaders concerned so that they can provide support that the stories told in this study do not deviate from the original teachings. The secondary data used is in the form of reference images, illustrations, clip art, animation, video or audio for making visual novel games via the internet. The result of this research is a Storytelling-based Visual Novel Game, where the story is taken from the Gospel of Matthew. In black box testing, this visual novel game shows that all functionality works well. In system usability scale testing, this visual novel game is categorized as good because it has an average value of 75,625.
PENGEMBANGAN MEDIA PEMBELAJARAN MINIATUR DENAH LOKASI TEMA 3 SUBTEMA 1 KELAS II SEKOLAH DASAR

This study aims to: (1) develop media using miniature site plans in grade II elementary schools (2) determine the feasibility of developing miniature site plan learning media. This research is a type of Research and Development (R&amp;D) research with the ADDIE model which includes five steps including: analysis, design, development, implementation, evaluation. The subjects in this study were media expert validators, material experts, and second grade elementary school students. The research instruments used in data collection were questionnaires, observations, interviews and documentation. The results of this study indicate that the learning media for Miniature Floor Plans for Class II Elementary Schools are "Very Eligible" with details on the eligibility percentage given by media experts yielding 97.5% "Can Be Used Without Revision". Then Material experts produce 100% "Can be Used Without Revision" . The results of the student response questionnaire obtained an average percentage of 94.1% with the "Very Good" criteria. Therefore it can be concluded that the learning media for Miniature Floor Plans for Class II Elementary Schools can be used well for students during the learning process in class II Elementary Schools.
PENGEMBANGAN MEDIA PEMBELAJARAN PAPAN KOSA KATA DI KELAS III SDN 308 RANTAU SULI

Education is the need of every individual and always changes according to the times, science, technology and culture of society. Education is very important in improving the quality of human resources. In study the authors are interested in developing vocabulary board learning media because there are still many students who find it difficult to read. The research method used author this research is (research and development) or what is known the ADDIE development model. This model consists of 5 stages, namely: Analyze, design, Developnet, implementation. Evaluation. The type of data taken this study is quantitative data and quantitative data. The instrument used in this study is validation questionnaire, practicality and effectiveness. Data collection techniques used interview techniques, questionnaires and documentation. Data analysis techniques used are media validation analysis techniques, media practicality analysis and media effectiveness analysis. The results obtained The validity of the vocabulary board learning media as assessed the validator totaled 3 people, indicating vocabulary board learning media obtained a percentage of 89.8% in a very valid category, the vocabulary board learning media is feasible to use and in accordance with the provisions of SDN 308 /VI Rantau Suli. The results of practicality assessed from the teacher response questionnaire and student response questionnaire to the vocabulary board learning media obtained the following percentages: 94% teacher response questionnaire in very practical category, 100% student response questionnaire in very practical category. For the results of the effectiveness assessed from the results of the test questions, it obtained a percentage of 85.2% in the very effective category.
The Effect of Service Quality on Customer Loyalty at the Bank’s Branch Level: A Case of The City Bank Limited

This study aims to investigate how service quality and customer satisfaction affect The City Bank’s customer loyalty. The sample size was 100 respondents who were selected by the convenience sampling method (The City Bank Limited and customers). Descriptive analysis was carried out for the demographic information of the respondents and multiple linear regression analysis is done to find out the impact of the different dimensions of service quality on customer satisfaction and further analysis is conducted to find out the effect of customer satisfaction on customer loyalty. The results of this study showed that tangibility and responsiveness have positive and significant impact on customer satisfaction. Moreover, there is also a significantly positive impact of customer satisfaction on customer loyalty. Therefore, it can be said that the customers of this bank prefer consistent facilities and response of the employees to their problems and needs are most important for them. And due to these reasons customers are satisfied, hence they show their loyalty for this bank.
Making Design Tools Like a Weaver: Four Rules

What would happen if we designed CAD systems like a weaver designs cloth? Drawing from our ongoing collaborations with weavers, we suggest four rules to bring these qualities to your own practice: follow the materials, privilege the present and personal, form kinships with the past, and design systems of notations.
Elevating Your Streaming Experience with Just Noticeable Difference (JND)-based Encoding

With the growing number of video streaming applications, intelligent video streaming has become increasingly important. By considering JND, video delivery can be improved by avoiding the selection of encodings with similar quality for a bitrate ladder. In this paper, we present an overview of the existing methods for modeling and predicting JND in the context of video streaming applications.
Context-Aware HTTP Adaptive Video Streaming Utilizing QUIC's Stream Priority

In recent years, HTTP Adaptive Streaming (HAS) has been a predominant video delivery technology over the Internet. The existing HAS-based techniques ignore the context and the affective content of the video, rather its prime focus relies on determining the video quality of the fore coming data based on the current network conditions [4, 5]. By highlighting the video traffic based on the context (e.g., the goal in a soccer match or the climax of a movie) and allocating more network resources (e.g., prioritizing the important segments) to the highlighted segments will lead to end user satisfaction with a pleasant Quality of Experience (QoE). Quick UDP Internet Connections (QUIC), a recently standardized transport protocol, has gained popularity due to its promising features, e.g., reduced connection establishment latency, stream multiplexing and stream priority. This paper leverages QUIC's stream priority to support context-based streaming by introducing a novel video delivery approach.
Communication Efficient Privacy-Preserving Federated Learning via Knowledge Distillation for Human Activity Recognition Systems

&lt;p&gt;Emerging Internet of Things (IoT) applications, such as sensor-based Human Activity Recognition (HAR) systems, require efficient machine learning solutions due to their resource- constrained nature which raises the need to design heterogeneous model architectures. Federated Learning (FL) has been used to train distributed deep learning models. However, standard federated learning (fedAvg) does not allow the training of het-erogeneous models. Our work addresses the model and statistical heterogeneities of distributed HAR systems. We propose a Federated Learning via Augmented Knowledge Distillation (FedAKD) algorithm for heterogeneous HAR systems and evaluate it on a self-collected sensor-based HAR dataset. Then, Kullback-Leibler (KL) divergence loss is compared with Mean Squared Error (MSE) loss for the Knowledge Distillation (KD) mechanism. Our experiments demonstrate that MSE contributes to a better KD loss than KL. Experiments show that FedAKD is communication-efficient compared with model-dependent FL algorithms and outperforms other KD-based FL methods under the i.i.d. and non-i.i.d. scenarios.&lt;/p&gt;
Reader criticism on the Internet: problems and controversies

The features of reading communities and the psychology of reading on the Internet are considered, including the phenomenon of literary fanaticism, the «popular» recommendation of books, the relationship between readers and writers, the advantages and disadvantages of reader criticism. The reasons for the confrontation between reader and literary criticism, as well as the reasons that led to the crisis of professional literature examination are analyzed. It is concluded that overcoming the crisis of reading in Russia depends more on the further self-organization of readers on the Internet than on government campaigns to support reading. At the same time, the importance of analyzing reader feedback is emphasized in order to recreate an accurate and complete picture of reading in the country and to study the peculiarities of readers’ perception of various books and literary genres.
The history of the formation of the library system of the Tannu – Tuva People's Republic (1921–1944)

By the time of the creation of the Tuvan People’s Republic in 1921, libraries of Buddhist monasteries and the Russian population already existed on its territory. Since 1922, libraries have also been created through the executive committee of the Russian Self-governing Labor Colony. At the end of the 1920s, the organization of political educational institutions began, the system of which included mobile libraries, as well as stationary ones designed to popularize printed publications and reading among Tuvan Arats. On the eve of the TNR’s accession to the Soviet Union in October 1944, the number of local libraries reached 47: the State Library, the libraries of the Scientific Committee and the State Museum, four Khoshun-district and some others.
Remote teaching and eating disorders in nursing students during the Covid-19 pandemic

The context of the pandemic and the implementation of the remote teaching model brought changes to the usual lifestyle of most students. And in this way, inadequate eating behavior made nursing students susceptible to psychological eating disorders. Objective: to analyze the influence of remote teaching on the prevalence of the development of eating disorders (EDs) associated with image distortion in nursing students during the pandemic. Methodology: This is an observational, cross-sectional quantitative study with university students of the nursing course at the University of Pernambuco, located in the city of Petrolina, who were interviewed voluntarily in person. Eating behavior and image distortion were investigated using the Eating Disorder Examination Questionnaire (EDE-Q) and Silhouette Matching Task (STM) instruments, respectively. In addition, other data were collected from a sociodemographic questionnaire to verify the profile of the participants. Results: It was found that 92% of the evaluated students changed their eating habits after the pandemic, the majority being female. And that 48% of the students had positive results for the risk of developing ATs, and of these, 91% claim an increase in the frequency of key AT behaviors after experiencing remote teaching. Furthermore, it was observed that 85% of university students in the nursing course had alterations in their perception of body image. Conclusion: The statistical observational analysis carried out demonstrates that remote teaching implemented during the stress phase of the COVID-19 pandemic, influenced the increased risk of developing EDs and body dissatisfaction in students, reaffirming the need for preventive measures and awareness regarding the adoption of new teaching models. This emphasizes the importance of further studies on this issue.
APPLICATION OF FUZZY TIME SERIES WITH FIBONACCI RETRACEMENT FOR FORECASTING STOCK PRICE PT. BANK RAKYAT INDONESIA

Stock can be defined as securities that indicate the ownership of a person or legal entity to the company issuing the shares. Good stocks for long-term investment are stocks that have good fundamentals and large market capitalization. The purpose of investing is to make a profit. In investing in stocks, investors need to know the risk management that can affect the ups and downs of a stock. Forecasting or forecasting is an analysis to predict everything related to the production, supply, demand, and use of technology in an industry or business. One of the forecasting methods is using fuzzy time series. The primary purpose of fuzzy time series is to predict time series data that can widely use on any real-time data, including capital market data. In this study, we will discuss the evolution of the time series model in overcoming fluctuations that often occur in stock prices by using a fuzzy time series that combines a stock analysis approach, namely Fibonacci retracement. The stock data used in this study is the close price of BBRI for October 2021 to March 2022. Forecasting results for 1 April 2022 are IDR 4660.49 with a Mean Absolute Percentage forecasting accuracy value of 1.034%.
Random acoustic noise

Abstract We introduce the concept of acoustic white noise (AWN) and then we get colored noiseas random sequences generated by dynamic systems (DS) with AWN input. Although DS isvirtual, the noise it generates can mimic real noise. Determining a system that generates agiven noise from white noise is called identification. We solve the task of identification bothfor noise-generating systems and for transmission channels. We also provide estimates for thecapacity of such channels using information theory concepts.
MEDIA PEMBELAJARAN PAI BERBASIS INFORMASI KOMUNIKASI DAN TEKNOLOGI BAGI ANAK DISABILITAS DISEKOLAH KHUSUS KORPRI

ABSTRACTThe development and progress of the times always have implications for the development of technology, communication and information that are adapted to human needs and demands. The technologies developed by the technocrats also vary, in the form of biotechnology, multimedia technology and communication technology which have made a significant contribution to education. So, with this technology it is hoped that this development can also improve the quality of Indonesia's inclusive education in the future as a strategic component of human development (human resources) and development of the country.This study aims to determine the implementation and responsibility of students related to Information, Communication and Technology-Based PAI Learning Media for Children with Disabilities in Korpri Special Schools.The results of the study show that the implementation of information, communication and technology-based PAI learning media for children with disabilities is very good. Due to the background of the majority of teachers and education and full dedication to children with special needs. In this case, of course, the achievements made by students are good because the response is also very good. Interest, curiosity, good response, and having potential skills are certainly highly expected by teachers. Many say that children with disabilities are children who are not perfect, but after I enjoyed the essence of this research, it turns out that a perfect child is not just a child who has strengths, but a child who has both strengths and weaknesses.Keywords: PAI Learning Media, Information Communication and Technology, disability
MODELING HIV/AIDS USING SHAT MODEL

HIV/AIDS gets on the list of deadly infectious diseases, but there is no right medicine and vaccination for it until now. Indonesia is also inseparable from the spread of HIV/AIDS year by year number of people living with HIV/AIDS in Indonesia continues to grow. The peak of HIV cases over the last twelve years (starting from 2020) in Indonesia was 50,282 cases in 2019, then the peak of AIDS was 12,214 in 2013. The purpose of the study is to model the spread of HIV/AIDS and test it with data on the growth of HIV/AIDS in Indonesia from 2006 to 2018. The steps taken in conducting this research are to determine the equilibrium point, calculate the basic reproduction number, analyze the stability of the equilibrium point, and numeric simulation of the SHAT model with the Maple 18 tool. Numerical simulation produces a value of . Based on calculations using the Routh-Hurwitz table, we can find that the system will be asymptotically stable towards a disease-free equilibrium point, namely . Based on the results obtained, it can conclude that HIV/AIDS will not become an epidemic in Indonesia.
IMPLEMENTATION AND COMPARISON IN USING STATE PATTERN ON MAIN CHARACTER MOVEMENT (CASE STUDY : POCONG JUMP VIDEO GAME VERSION 1.0)

Game development success is often hard to achieve due to various problems such as performance issues, malfunctioning features, and poorly organized program structure. The problems that arise can be prevented by using the design pattern as a game programming architecture from the beginning of development. By implementing a design pattern, the process of developing video games can be made easier and simplified. The development team can focus its efforts on producing better quality video games. In this study, design patterns that would be used are state pattern and finite state machine. The state pattern is implemented by encapsulating the character's behavior in a class called state. Finite state machine will then facilitate the transition of states caused by user/player input or variable value changes. State pattern and finite state machine is tested with test case and game performance is tested with software metric. The result obtained from this study are state pattern and finite state machine have a valid component structure and could improve performance efficiency in video games.
Analysis of Pakistani Advertisements under Grice’s Cooperative Principles

Language when used as a verbal medium carries variety of significant meanings. The cooperative principle is one of the major foundations for a comprehensive and smooth conversation. Language when used as a verbal medium carries variety of significant meanings. The cooperative principle is one of the major foundations for a comprehensive and smooth conversation. The research in hand aims to focus on the advertisements in relation to Grice’s Cooperative Principles. The thought-provoking observation is that advertisers target their audience by creating idealistic taglines which usually deviate from the cooperative principles of communication. Electronic media language can either form a conversational bond with the audience or can sway them in opposite. The data for the said purpose was collected through the advertisements being aired on Pakistani news channels and Pakistani drama channels at prime hour. The analysis covers the implications of maxims of the cooperative principles over the tag lines of these advertisements and the influential meanings that hid under their discourse. By using the analytical method and qualitative approach the researcher tried to emphasize the meanings of conversational implicatures with and without following the cooperative principles. These taglines are significant in capturing the mind of the population and so they are made attractive and memorable keeping this as a prime foundation. The implication of maxims resulted in understanding the influential meanings both apparent and hidden as well as led the researchers understand various ways of flouting of maxims that happens while creating the tagline ideas. Though maintaining the integrity to not to manipulate the audience rather convincing for a second thought.
1st Workshop on Context Representation in User Modelling

Context, a critical aspect of personalisation and human-computer interaction, is becoming increasingly significant with the proliferation of user-centric applications. The First ACM Workshop on Context Representation in User Modelling (CRUM 2023), organised in conjunction with the 31st ACM Conference on User Modeling, Adaptation and Personalization (UMAP 2023), provided a venue for research in the representation and utilisation of contextual information in intelligent systems. The workshop aimed to bring together researchers from various disciplines, including natural language processing, user modelling, explainable systems, and human-robot interaction and to facilitate conversation about the role of context in adaptive applications. The prospective authors were invited to submit papers of up to seven pages, four of which were accepted for publication and are introduced in this summary.
K-means algorithm and multicriteria analysis to determine drainage zones in a geographic region

This research work presents the results of the external analysis of the problem of the management of the lower Moche river basin in the valley of the same name. These results are framed in the construction of a multicriteria objetive function, to determine a partition of the basin in particular study zones calleded cluster. The objetive function involves the main hydrogeological parameters and some external parameters such as coefficients that involve socio-political criteria and some too specific such as evapotranspiration of different types of plants cultivated in the valley on the underground aquifer.
The Use of Learning Media and its Effect on Improving the Quality of Student Learning Outcomes

The purpose of this paper is to discuss strategies for using media in education to enhance learning. This type of research is a literature review research, which uses the opinions of various experts in this study and analyzes various theories about teaching media and their impact on learning outcomes. The definition of educational media is anything that can channel and convey messages from sources such as people, materials, equipment or activities to create conditions for recipients (students) to successfully complete the learning process. Principles of teaching: 1) The method used by the teacher must be appropriate and oriented towards achieving learning objectives. 2) The media used must be relevant to the subject matter. 3) Teaching tools must be in accordance with the interests, perseverance, and circumstances of students. 4) The media used must focus on effectiveness and efficiency. 5) The support used must be in accordance with the work ability of the teacher. Teaching is more effective because teaching tools make it easier for students to understand and deepen the material presented to them and create coherent understanding that maximizes achievement and improves student outcomes and skills.