Topic Review
COVID-19 Pandemic Prediction
Several epidemiological models are being used around the world to project the number of infected individuals and the mortality rates of the COVID-19 outbreak. Advancing accurate prediction models is of utmost importance to take proper actions. Due to the lack of essential data and uncertainty, the epidemiological models have been challenged regarding the delivery of higher accuracy for long-term prediction. As an alternative to the susceptible-infected-resistant (SIR)-based models, this study proposes a hybrid machine learning approach to predict the COVID-19, and we exemplify its potential using data from Hungary. The hybrid machine learning methods of adaptive network-based fuzzy inference system (ANFIS) and multi-layered perceptron-imperialist competitive algorithm (MLP-ICA) are proposed to predict time series of infected individuals and mortality rate. The models predict that by late May, the outbreak and the total morality will drop substantially. The validation is performed for 9 days with promising results, which confirms the model accuracy. It is expected that the model maintains its accuracy as long as no significant interruption occurs. This paper provides an initial benchmarking to demonstrate the potential of machine learning for future research.
  • 797
  • 02 Feb 2021
Topic Review
Human-Smart Environment Interactions
In the context of the challenges facing human computer interaction (HCI) on the one hand and the future Internet on the other, the purpose of this study is to explore the multi-dimensionality of smart cities, looking at relationships and interdependencies through correlating selected dimensions of smartness. Through a review of the research literature, key dimensions of smartness are identified for exploration in the context of smart cities in this work. Methodologically, this work combines an exploratory case study approach consisting of multiple methods of data collection including survey and in-depth interviews, with an explanatory correlational design. In terms of results, the main findings of this work shed light on relationships between selected dimensions of the multi-dimensionality construct of smartness in data-rich urban environments. This work is significant in that it provides correlational information for smart city dimensionalities while contributing to the research literature in this domain; uses a hybrid case study and correlational design in relation to the study of multi-dimensionality; and opens spaces for the study of innovative urban initiatives, taking the ideas and experiences of people from many sectors into consideration.
  • 797
  • 30 Oct 2020
Topic Review
Sustainable Learning and Education
Sustainable learning and education (SLE) is a relatively new ideology based on sustainability principles and developed in response to the United Nations’ recently proclaimed Sustainable Development Goals (SDGs). Recently, the coronavirus (COVID-19) pandemic has affected educational systems globally, leading them to embrace more innovative technological methods to meet academic demands while maintaining SLE principles. Mobile learning apps (MLA) refers to using the unique capabilities of mobile apps to engage and collaborate towards establishing robust online learning.
  • 797
  • 26 Apr 2022
Topic Review
Interface Design Patterns for In-Vehicle Infotainment Systems
An in-vehicle infotainment system, or IVIS, corresponds to the set of components used to provide information and entertainment to the driver and other passengers in the vehicle, through interfaces supported with audio and video, control elements such as touch screens, central panels with buttons, voice commands, among others. These kind of IVISs bring with them a world full of interaction opportunities for both the driver and other passengers to complete driving-related tasks and other secondary activities mostly related to entertainment that complement the in-vehicle experience. However, the increase in the number of components provided by this type of system, and even the design under which these elements are distributed, can cause the user–vehicle interaction to increase the complexity of the experience, and therefore, it could make it difficult to carry out secondary tasks and, in a worse scenario, affect safety while driving.
  • 797
  • 22 Jul 2022
Topic Review
Right Triangle
A right triangle (American English) or right-angled triangle (British English) is a triangle in which one angle is a right angle (that is, a 90-degree angle). The relation between the sides and angles of a right triangle is the basis for trigonometry. The side opposite the right angle is called the hypotenuse (side c in the figure). The sides adjacent to the right angle are called legs (or catheti, singular: cathetus). Side a may be identified as the side adjacent to angle B and opposed to (or opposite) angle A, while side b is the side adjacent to angle A and opposed to angle B. If the lengths of all three sides of a right triangle are integers, the triangle is said to be a Pythagorean triangle and its side lengths are collectively known as a Pythagorean triple.
  • 797
  • 17 Oct 2022
Topic Review
Wargaming
A wargame (also war game) is a strategy game that deals with military operations of various types, real or fictional. Wargaming is the hobby dedicated to the play of such games, which can also be called conflict simulations, or consims for short. When used professionally by the military to study warfare, "war game" may refer to a simple theoretical study or a full-scale military exercise. Hobby wargamers have traditionally used "wargame", while the military has generally used "war game"; this is not a hard rule. Although there may be disagreements as to whether a particular game qualifies as a wargame or not, a general consensus exists that all such games must explore and represent some feature or aspect of human behaviour directly bearing on the conduct of war, even if the game subject itself does not concern organized violent conflict or warfare. Business wargames exist as well, but in general, they are only role-playing games based on market situations. Wargames are generally categorized as historical, hypothetical, fantasy, or science fiction. Historical games form by far the largest group. These games are based upon real events and attempt to represent a reasonable approximation of the actual forces, terrain, and other material factors faced by the actual participants. Hypothetical games are games grounded in historical fact but concern battles or conflicts that did not (or have yet to) actually happen. Fantasy and science fiction wargames either draw their inspiration from works of fiction or provide their own imaginary setting. Highly stylized conflict games such as chess are not generally considered wargames, although they are recognized as being related. Games involving conflict in other arenas than the battlefield, such as business, sports or natural environment are similarly usually excluded. The modern wargaming hobby has its origins at the beginning of the 19th century, with von Reiswitz's Kriegsspiel rules. Later, H.G. Wells' book Little Wars ushered in the age of miniatures games in which two or more players simulated a battle as a pastime. During the 1950s the first large-scale, mass-produced board games depicting military conflicts were published. These games were at the height of their popularity during the 1970s, and became quite complex and technical in that time. Wargaming has changed dramatically over the years, from its roots in miniatures and board wargaming, to contemporary computer and computer assisted wargames; however, both miniature and board wargames maintain a healthy, if small, hobby market with lighter games being popular with many 'non-wargamers'.
  • 795
  • 10 Oct 2022
Topic Review
LC-3
Little Computer 3, or LC-3, is a type of computer educational programming language, an assembly language, which is a type of low-level programming language. It features a relatively simple instruction set, but can be used to write moderately complex assembly programs, and is a theoretically viable target for a C compiler. The language is less complex than x86 assembly but has many features similar to those in more complex languages. These features make it useful for beginning instruction, so it is most often used to teach fundamentals of programming and computer architecture to computer science and computer engineering students. The LC-3 was developed by Yale N. Patt at the University of Texas at Austin and Sanjay J. Patel at the University of Illinois at Urbana–Champaign. Their specification of the instruction set, the overall architecture of the LC-3, and a hardware implementation can be found in the second edition of their textbook. Courses based on the LC-3 and Patt and Patel's book are offered in many computer engineering and computer science departments.
  • 795
  • 22 Nov 2022
Topic Review
Impact of Artificial Intelligence on the Job Market
This research explores the impact of artificial intelligence (AI) on the job market, including both its potential benefits and drawbacks. The research discusses how AI can automate repetitive tasks, improve accuracy, and assist workers in performing their jobs more effectively. However, the article also highlights concerns about job displacement, biases and discrimination, and the deskilling of workers. The research examines the impact of AI on different industries and types of jobs and discusses the need for workers to develop complementary skills and for employers to invest in AI technologies that work collaboratively with human workers. The research concludes by highlighting the importance of investing in education and training programs, ensuring ethical and transparent development and deployment of AI, and implementing appropriate policies to support workers who are displaced by AI.
  • 794
  • 22 May 2023
Topic Review
Fuel Consumption and CO2 of Light-Duty Vehicles
Due to the alarming rate of climate change, fuel consumption and emission estimates are critical in determining the effects of materials and stringent emission control strategies. In this research, an analytical and predictive study has been conducted using the Government of Canada dataset, containing 4973 light-duty vehicles observed from 2017 to 2021, delivering a comparative view of different brands and vehicle models by their fuel consumption and carbon dioxide emissions. Based on the findings of the statistical data analysis, this study makes evidence-based recommendations to both vehicle users and producers to reduce their environmental impacts. Additionally, Convolutional Neural Networks (CNN) and various regression models have been built to estimate fuel consumption and carbon dioxide emissions for future vehicle designs. This study reveals that the Univariate Polynomial Regression model is the best model for predictions from one vehicle feature input, with up to 98.6% accuracy. Multiple Linear Regression and Multivariate Polynomial Regression are good models for predictions from multiple vehicle feature inputs, with approximately 75% accuracy. Convolutional Neural Network is also a promising method for prediction because of its stable and high accuracy of around 70%. The results contribute to the quantifying process of energy cost and air pollution caused by transportation, followed by proposing relevant recommendations for both vehicle users and producers. Future research should aim towards developing higher performance models and larger datasets for building APIs and applications.
  • 794
  • 20 Jan 2022
Topic Review
Augmented Reality in K-12 Education
Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation and engagement of the students. Initially, AR was used as a science-oriented tool, but after its acceptance by students and teachers, it evolved into a modern pedagogical tool that was adopted into the classroom to enhance the educational process. In summary, AR-based technology has become a popular topic in educational fields in the last decade as well as in educational research [26]. Taking into consideration various modern educational disciplines, technologies such as AR must be included in the learning environment in science education; otherwise, the absence of them could possibly negatively affect productivity and learning achievements [27]. However, the educational values of AR in the domain of physical science are not exclusively based on the use of AR technologies themselves. These educational values are more likely connected to how AR is designed, implemented and integrated into formal and informal learning settings [28].
  • 794
  • 11 Aug 2022
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