Reviewerly/exHarmony huggingface dataset:
DEVELOPING CofiD-20 GAME FOR TEACHING READING COMPREHENSION TO THE TENTH GRADE STUDENT: RESEARCH AND DEVELOPMENT

The purpose of this study was to determine the game as a medium for learning reading comprehension that focuses on descriptive text, to determine English reading skills for learning reading comprehension, and to determine the ability of teachers and students' responses to the use of these media for learning reading comprehension in high school. The researcher adapted Sugiyono's research and development framework as a research reference. Adaptation is formulated in three phases, namely: basic research; design and development; and perception and finalization tests. The results showed that the game-based learning media had been validated by media and material experts and the responses of teachers and students had been carried out. The results of media experts 88.5% are included in the "Very Valid" category and an average of 81.3% material experts are included in the "Very Valid" category. The average teacher response was 87.2% included in the "Very Good" category and the average student response was 87.75% included in the "Very Good" category. From the results of the research above, it can be concluded that CofiD-20 Game as a learning media is valid and feasible to be used as a learning medium for learning reading comprehension.&#x0D;
First Aid Diagnosis Expert System Using the Certainty Factor Method

Accidents often occur suddenly and are not planned, which can result in injury. If an accident occurs, first aid must be carried out immediately before being given further assistance. The Indonesian Red Cross (PMI) is one of the institutions in Indonesia engaged in the health sector that can provide first aid in the event of an accident. However, often when an accident occurs, the victim is not immediately given help due to lack of information to the public. In this study, the authors made an application of the Certainty Factor method so that the public could recognize and know what to do with victims who had an injury or accident. This application is made to present the knowledge of an expert in approaching a problem, which is called an expert system. This expert system will display symptoms that can be selected according to the symptoms felt by the victim. The final results of this application obtained a value of 78% from the calculation using the Certainty factor method in bleeding diseases. From the tests carried out, it shows the beta test results obtained by a value of 58.25% indicating that the respondents strongly agree with the usefulness of the application system&#x0D;
Convertible: using ffmpeg to convert audio files

A quick tech tip. I usually use Audacity for converting audio files and I have a few simple macros set up in there to make life easy. I had some opus music files which do not play in Apple’s Music app and therefore needed converting to MP3 format. Annoyingly, Audacity 3.1.2 on macOS does not currently import opus files, so I needed to find an alternative. The command line tool ffmpeg can be used to convert audio files.
Wordless Song: Benchmarking Wordle performance using R

A quick post about a puzzle called Wordle that is currently taking over the internet. It’s a mastermind-like game where the object is to guess an unknown 5-letter word. Puzzlers are encouraged to share their results after completing a puzzle. Here is an example for puzzle 192. So how do you know if your performance on today’s puzzle was any good? Why not benchmark your effort against the crowd?
Implementasi Steganografi Gambar Menggunakan Algoritma Generative Adversarial Network

Abstract&#x0D; In the era of information technology, it is very important to protect data and information so that irresponsible parties do not misuse it. One technique for securing data is steganography. Steganography is a technique of hiding messages in a medium. One of the media for hiding messages is pictures. However, steganography techniques can still be detected by steganalysis techniques. Steganalysis is a technique for analyzing hidden messages in steganography. Therefore this study applies image processing techniques with the Generative Adversarial Network algorithm model, which aims to manipulate images so that steganalysis techniques cannot detect hidden messages. Proof of the results of applying the Generative Adversarial Network algorithm using a web-based application containing message hiding and extraction functions. The results obtained are that the Generative Adversarial Network algorithm can be applied to create mock objects, and images can revive based on training data which is a model for how the algorithm works. In addition, the results of testing the Generative Adversarial Network algorithm were successfully applied to image steganography which functions to prevent steganalysis techniques from trying to detect messages in images. Future research is expected to be able to select steganographic images other than the results from the training data model according to the original size chosen randomly according to the selection of the user.
Development of Natural Resources Magazine (Majasda) to Increase Reading Interest of Elementary School Students

Based on the results of observations at UPT SDN Sumberjo 02, it is known that the learning books used are less varied, so creative and interesting reading books are needed. At that school the Natural Resources Magazine (Majasda) had never been used. The purpose of this study is to explain the development of Majasda and increase the reading interest of elementary school students. The research design used is R&amp;D, namely research and development. The research and development model used is Borg and Gall proposed by Sugiyono, which is only limited to the seventh stage, namely product revision. The results showed that the assessments of media experts, linguists and material experts were respectively 85.5%, 84.16% and 80%. 94% student response. Students' reading interest increased by 99%, from the average result of 2.63 to 5.27. The results of the study got a percentage of 9,99% student reading interest questionnaire. So it is known that Majasda can increase the reading interest of elementary school students.
MEDIA DEVELOPMENT OF COMIC WORKSHOP FOR MATHEMATICS LEARNING STUDENTS FOR CLASS V SD

The research development was carried out in order to overcome the problems of students who felt difficulties in Mathematics in grade V SD. The development of this research is so that students are enthusiastic about learning mathematics and change the mindset of elementary school students that learning mathematics is not difficult and even tends to be fun. This research was conducted by Research and Development. The initial process of making pictorial story material and comic illustrations was then validated by a team of media experts, linguists and material experts. Continue to be tested in small groups in order to see the level of readability and student response to a learning medium for students and teachers, so that it can be concluded that the comic strip media for learning mathematics can be used as a medium for learning mathematics in grade V SD. The results of the research on Mathematics Learning Comic LKS for grade V SD have been developed according to the stages according to Sugiyono which are limited to seven stages. At the validation stage, it shows that the results of the material expert validation obtained a percentage score of 80.6%, including the feasible criteria. The results of the linguist validation obtained a percentage score of 83.3%, including the feasible criteria. The results of the media expert validation obtained a percentage score of 82%, including the feasible criteria. In the readability test, students towards the media got a score of 85.6% and in the response test students got a score of 91%, so it can be concluded that the media is very feasible.
Tips from the Blog XV: locating the php.ini file for WordPress on Raspberry Pi

If I struggle to find the answer to something, it must be worth a post to help out others. So, here’s where to find the php.ini file on a standard WordPress install on Raspberry Pi. I installed a LAMP stack and WordPress on a Raspberry Pi following these excellent instructions. The aim was to import our lab’s ELN onto a fresh WordPress install.
DIGITAL PICTORIAL LEARNING MEDIA FOR TEACHING AFFIXES OF SEVENTH GRADE OF JUNIOR HIGH SCHOOL

Perception shows that there was an issue in mastering lexicon and the nonappearance of learning media. The point of this inquire about is creating directions media for dominance of attaches lexicon within the graphic content through the utilize of Computerized Pictorial of Fastens Amusement (POAME) media. This inquire about is inquire about and improvement (R&amp;D). The inquire about subjects were 7th-grade students’ junior tall school. The usage was within the indeed semester of the 2019/2020 scholastic year. The analyst did perception in three schools with the comes about of the meet and perception appeared that the understudies had not however caught on the joins lexicon and there were no media for learning, whereas the records appeared that the students' scores were underneath least completeness criteria, which was a normal of 50, 70.7, 77,3, Amid media advancement, the media is inspected by material experts and media specialists so that discernments may be tried and get result 91.4% from instructor reactions and 89.6% student responses. This was proved that the POAME media is valid and feasible to use as an alternative media for learning affixes vocabulary for 7th grade of MTs Darussalam Kademangan. This is evident from the teachers’ and students’ responses who fall into the very feasible category with an interval of 81% - 100%.
Theoretical and Methodological Features of Training Future Teachers for Activities in An Intercultural Educational Environment

Integration processes in all spheres of life, which are accompanied, in particular, by the intensification of international cooperation and cultural mutual influence of different peoples and countries, should be recognized as a feature of the development of modern countries. The idea is that educational processes in institutions of general secondary and higher education should be aimed at realizing the unity of the world community, a sense of national self-awareness and patriotism, and be based on the values formed by the development and efforts of all people of the planet are becoming more and more popular and authentic. At the beginning of the XXI century. Intercultural education began to be perceived as education for all, that is, as an innovative and humanistic approach to the educational process, which is aimed at fostering a tolerant and empathetic attitude towards ethnic, cultural, and religious differences between individuals, peoples, and countries, and their active involvement in the dialogue of cultures.
SECURITY MONITORING USING IMPROVED MOBILENET V2 WITH FINE-TUNING TO PREVENT THEFT IN RESIDENTIAL AREAS DURING THE COVID-19 PANDEMIC

In this journal, authors improved a deep learning, it was MobileNet V2 which can learn with higher speed and accuracy using the ImageNet dataset. The basic architecture of MobileNet V2 was modified using a fine-tuning technique. It did not change the entire weight of the default deep learning model, there was freezing of some layers. The modifications involved by changing the parameters on the layer. The improved model would be trained using the ImageNet dataset based on the security monitoring context. The dataset class objects selected for training were objects that usually used by suspicious people with the aim of committing crime of theft. The results of training using an improved model could increase accuracy up to 71% with a difference of 3% from the training results of the default model of MobileNet V2. Since MobileNet V2 was a lightweight deep neural network model that had few parameters compared to other neural network model parameters, this modified model could be implemented on devices with low specifications, such as mobile devices or raspberry pi in the form of real-time applications.
Cluster One: comparing running performance on similar courses

One of several features that Strava put behind a paywall was the ability to compare performance on similar courses. I miss this comparison tool and wondered how hard it would be to code my own. I would love to… but I don’t subscribe This post is a walkthrough of how I approached the problem. The code is available here. It uses the trackeR library in R to convert the GPX tracks to a huge dataframe. This is then processed by IgorPro.
Crackerblocks: computing solutions for IQ Block game

The IQ Block game is a puzzle where the player must fit eight shapes into a square space. The challenge is to find as many ways as possible to do it. The IQ Block game The box says there are &lt;strong&gt;more than 40 solutions!&lt;/strong&gt; So how many are there? I wrote a solver to crack the IQ Block game. The code is available here and a detailed description is at the end of the post. The solver found 264 solutions from 33 placements.
Development of PowerPoint-based Comic Media

This study aims to develop a PowerPoint-based comic for learning PPKn lesson. To achieve this objective, research and development was applied. This study engaged several validators to assess the content, media, and language of the product. In this process, validation sheets were distributed to the validators. The results of validation revealed that the content was moderately feasible, the media (display) was very feasible, and the language was feasible. Regarding this result, PowerPoint-based comic media can be used as a learning media for PPKn lesson.
ANALISIS PERILAKU KONSUMSI PADA MARKETPLACE (SHOPEE &amp; TOKOPEDIA) MENGGUNAKAN MODEL UTAUT

Using a marketplace platform for trade transactions in the digital era is currently in great demand than conventional shopping. However, marketplace users cannot just give away their personal data just like that. Customer data security is the most important thing that must be considered in order to avoid computer network crimes or commonly known as cybercrime. This article aims to find out what influences the security of customer data in the marketplace on consumer shopping behavior by implementing the UTAUT (Unified Theory of Acceptance &amp; Use of Technology) research model. The research method in this article uses descriptive quantitative methods by taking population samples of active marketplace users in Denpasar City and using samples from several respondents. In this article it can be concluded that interest in using the marketplace has a partial influence on user behavior and the facilitating condition variables moderated by experience have a simultaneous effect on user behavior. These factors are proven to both have important aspects in influencing the security of customer data on the marketplace.
INTELLIGENT SYSTEM FOR CLASSIFICATION OF STUDENT PERSONALITY WITH NAIVE BAYES ALGORITHM

Various kinds of problems arise from the changing personality behavior of students. Therefore, an intelligent system is needed to determine the personality type of students. This study applies an intelligent system with a classification method using the Naïve Bayes to determine the personality of the student based on Sanguine, Choleric, Melancholic, and Phlegmatic classes against Hippocrates-Galenus typology. The attributes used include gender, age, year of class, answers to test A, answers to test B, answers to test C, and answers to test D. System testing is carried out with a scheme for sharing training data and test data. The data used is questionnaire data based on the Hippocrates-Galenus typology which is filled out by 130 students. Then it is divided into training data to form a classification model of 117 data, and there are 13 pieces of data used as test data for accuracy testing. The proportion is 90:10 using 10-fold cross validation. The data held are then calculated using the nave Bayes algorithm. Based on the results, there were 12 students correctly predicted and 1 students did not predict correctly so that an accuracy of 92.31% was obtained with an error rate of 7.69%.
DEVELOPING LEARNING MEDIA MONOKARTA TO IMPROVE STUDENT LEARNING OUTCOMES

Education is a very important means for developing the Indonesian nation to become more developed and developing. Through the world of formal education or the nation's successor genaration can learn and add insight into the science of citizenship. But in the process in the real world these next generation appear to be less interested in learning about state insight. If in learning there is no interest and encouragement from within, what is learned will not be possible to be accepted and understood.&#x0D; This is a challenge for educators to be able to make students interested, enthusiastic, and enthusiastic in participating in learning. One way to overcome this is through learning media that are interesting and in accordance with the times. For this reason, a solution is offered for game-based monokarta learning media. To provide a new atmosphere through the delivery of material.&#x0D; Conceptualizing material more easily so that material is easily delivered and accepted by students. This students are expected to be more interested and motivated in participating in learning so that learning objectives are expected to be achieved maximally.
EXAM SURVEILLANCE USING MACHINE LEARNING

Recent publications on video surveillance systems in conferences and journals show that researchers are paying attention. This review's objectives are to look at the most recent works that have been published in journals, suggest a new classification scheme for video surveillance systems, and look into each component of that scheme. Using the article's title and keyword, this paper presents a thorough and organized analysis of the prior literature on video surveillance systems from 2010 to 2011. The review was taken from six online digital libraries. The architecture of video surveillance systems, which consists of six layers: the Concept and Foundation Layer, Network Infrastructure Layer, Processor Layer, Communication Layer, Application Layer, and User Interaction Layer, serves as the foundation for the suggested classification framework. This analysis demonstrates that while real-time aspects of the problem are the subject of many publications and studies, the use of extracted and retrieved information for forensic video surveillance has received less attention. Key Words: CCTV, video surveillance system, exam surveillance, student activity recognition, frameworks, datasets, network infrastructure layer, processing layer, communication layer, application layer, and user interaction layer.
Reading aloud in Distance University Education during Pandemic Emergency

This paper aims to explore the experience of teaching the “phonetic pause” during the courses Reading and writing I y II, in UAM Azcapotzalco, Mexico. It was essential to explain the basics of the “phonetic pause” for better reading aloud, individual reading, and writing. Once these principles were explained, the students saw and heard them in the voices of various writers, and then put them into practice, all of those through videoconference.&nbsp
ICP Algorithm Based Liver Rigid Registration Method Using Liver and Liver Vessel Surface Mesh

To improve1 the survival rate of hepatocellular carcinoma (HCC), early diagnosis and treatment are essential. Early diagnosis HCC often involves comparing and analyzing hundreds of computed tomography (CT) images, which is a kind of subjective judgment and is also a time-consuming process. In this paper, we propose a liver rigid registration method using liver and liver vessel surface mesh to enable fast and objective diagnosis of HCC. The proposed method involves segmenting the liver and liver vessel regions from abdominal CT images, generating surface meshes, and performing liver rigid registration based on the Iterative Closest Point (ICP) algorithm using the generated meshes. We evaluate the accuracy of the proposed method through experiments, demonstrating its potential for rapid and objective diagnosis of HCC. The performance evaluations show that the proposed method aids in the early diagnosis and treatment of HCC fast and objectively.
SADY: Student Activity Detection Using YOLO-based Deep Learning Approach

Automating human activity recognition is one of computer vision's most appealing and pragmatic research areas. In this article, we have addressed the problem of video-based student activity detection. The student’s activity detection using YOLO (SADY) aims to recognize the normal and abnormal student activities to ensure immediate intervention in case of any risk or necessity. We created our classroom data set of around 220 recordings depicting seven student classroom activities. The YOLOv4 Tiny model was retrained using 5000 labeled keyframes extracted from the train videos. The model was then tested for single or multiple activity detections. We presented the evaluated results for various values of hyperparameters like confidence threshold and Intersection Over Union (IoU) thresholds for the proposed model. The model assigns a unique confidence score and action label to each frame for the test videos by positioning recurrent activity labels. The proposed approach achieved a mean average precision (mAP) of 95% and a frame per second rate (FPS) of 45 for the student activity Class Room (CR) dataset and mAP of 95.18 % for the LIRIS dataset. The experimental findings using the Class Room recorded and LIRIS publicly accessible dataset show that our proposed approach outperforms existing approaches regarding recognition accuracy and speed. The comparable results obtained in this research work imply that the proposed framework could effectively monitor student’s activities in schools, colleges, and universities.
Audio Augmented Reality Outdoors

Audio Augmented Reality (AAR) is a novel and unexplored area of AR representing the augmentation of reality with auditory as well as visual content. AAR’s interaction affordances as well as accurate real-world registration of visual as well as sound elements are challenging issues, especially in noisy, bright and busy environments outdoors. This paper presents a novel, mobile AAR experience that is deployed in a city environment while walking past six archaeological excavation sites in the city of Chania, Crete, Greece. The proposed AAR experience utilizes cutting-edge gamification techniques, non-linear storytelling, precise AR visualization and spatial audio, offering innovative AAR interaction while exploring the city’s archaeological sites and history, outdoors.
Idiomatic Python

After a discussion of best programming practices and a brief summary of basic features of the Python programming language, chapter 1 discusses several modern idioms. These include the use of list comprehensions, dictionaries, the for-else idiom, as well as other ways to iterate Pythonically. Throughout, the focus is on programming in a way which feels natural, i.e., working with the language (as opposed to working against the language). The chapter also includes basic information on how to make figures using Matplotlib, as well as advice on how to effectively use the NumPy library, with an emphasis on slicing, vectorization, and broadcasting. The chapter is rounded out by a physics project, which studies the visualization of electric fields, and a problem set.