Digital Commons @ Harrisburg University of Science and Technology
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435 research outputs found
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Second Version on A Centralized Approach to Reducing Burnouts in the IT industry Using Work Pattern Monitoring Using Artificial Intelligence using MongoDB Atlas and Python
Industry burnout is interlinked with cultural, individual, physical, or emotional exhaustion, and social factors, the resolution of which requires the technology-driven trends in the workplace and the technologies such as work pattern monitoring and Artificial Intelligence that can deal with large amounts of data. Industries face a gigantic problem i.e., employee burnout which can charge a firm loss in numerous hours and thousands of dollars every year. The more advanced companies use work pattern monitoring using Artificial Intelligence to make their employees work more professionally. In this research my attempts to understand the development and leadership, on the effects of work pattern monitoring using Artificial Intelligence technology on information technology organizations (Sasibhushan Rao Chanthati, 2022).
In this updated second version, the data of the employees will be stored on a cloud server with governance & compliances. The study discussed the development of methods which are configured as two different system interfaces, which are of minimum valuable product (MVP) and the results obtained from the two approaches. The system will provide work pattern monitoring via the ‘Real-Time Database – MongoDB Atlas’ which will synchronize the employee burnout data to improve the employee experience. This research also illustrates the advantages and disadvantages of the proposed solutions. “Burnout Detection Mechanism” that will help Industry management and Human Resource Management to manage the emotional state of the employees, understanding their real state. The study conducted a self-survey, and the outputs of the surveys are explained in this paper. The sample data we are using is mainly focused on information technology employment perception.
Keywords: Burnouts, Work Pattern Monitoring, Python, Large Language, Vector Search, Artificial Intelligence, MongoDB Atlas
Parts of Speech Tagging: Rule-Based
Parts of speech (POS) tagging is the process of assigning a word in a text as corresponding to a part of speech based on its definition and its relationship with adjacent and related words in a phrase, sentence, or paragraph. POS tagging falls into two distinctive groups: rule-based and stochastic. In this paper, a rule-based POS tagger is developed for the English language using Lex and Yacc. The tagger utilizes a small set of simple rules along with a small dictionary to generate sequences of tokens
EVote – The revolution of Vote
This report focuses on independently developed applications that are primarily used to support group or group solutions. The tools used to develop this application include Android development tools, and Google Firebase development tools are also involved in the development process
EFFECTIVE SMART VIDEO SURVILLANCE AND ALERTINNG
Machine learning models & AI are popular term in past couple of years. Almost every aspect on our daily life we are using these machine learning models & AI knowing or unknowing. The simple statement of this research paper is to prove reduction of human effort in camera surveillance by using machine learning models such as objection detection & facial recognition.
TensorFlow is leading open source tool developed and published by Google helps to build objection detection and facial recognition library. The code we about to develop can allow user to train model with his choice of images of objects and faces of persons. The user developed model must detect, track and alert user. The code written in python and OpenCV, Twilio, TensorFlow technology used makes python code works. So, this python code helps user without his presence in securing user premise
Data on player activity and characteristics in a Serious Game Environment
This dataset presents 159 players\u27 computer log data when they play a Serious Game along with their characteristics data including problem-solving performance scores, demographic information, metacognition, and goal orientation measurements. A total of 85,194 log files were recorded during one-hour game play. The data here are related to the research paper entitled “The Impact of Learner Metacognition and Goal Orientation on Problem-Solving in a Serious Game Environment” by Liu and Liu [1]. The data collected would provide insights on the relationship among individual player characteristics, in-game behavior and performance in the game
CHAT APPLICATION WITH DISTRIBUTED SYSTEM
This project created a web application for users to instantly communicate with each other. An the most important part of building a good chat application is focus on the data flow on web. This project spends a good amount of research to find the most appropriate technology for deliver the data flow, which is REST api for account management, WebSocket for text chat and WebRTC for video and audio and find the result pleasant
Towards Wide Implementation of Dance Therapy in Mental Health
In recent years, Dance Movement Therapy (DMT) has been increasingly mentioned in the field of mental health counseling. Despite the progress of DMT in terms of studies showing its efficiency for various forms of mental health conditions such as depression and trauma, the implementation of DMT amongst mental health therapists is still not as widespread as other forms of therapies such as verbal and art therapies. In this project, we aim to determine the underlying causes of its low implementation by surveying a set of populations, specifically mental health patients, mental health therapists that do not specialize in dance/movement therapy, and dance/movement therapists. In our survey, we explore several factors, such as perceived usefulness, perceived feelings, popularity and difficulty in implementation, that may be causes for its low implementation. From our results, we observe that all population groups perceive that dance movement therapy has high usefulness in terms of its effectiveness in mental health sessions, which should intuitively result in a higher implementation rate. However, the impact of the other 3 factors could describe its low implementation; First, the patient group rated a negative feeling towards trying out dance/movement therapy in part due to the nervousness involved. Second, the popularity of dance/movement therapy, as viewed by all population groups, is low. Third, the dance movement therapists themselves rated a high difficulty level in implementing this therapy method. From these results, the implementation gaps and barriers in DMT can now be better understood, allowing us to recommend steps for the widespread implementation of this relatively young yet highly useful therapeutic technique
How Does How We Learn Influence What We Learn and From Whom We Learn: The Case of iGen, Twitter, BTS ARMY, and Learning with Technology
Digital information is omnipresent, and access is almost unavoidable. Technology advances and comes at us in waves that take over and then tend to linger. iGen is the first generation to be born into this advanced technology and the state of constant “plugged-inness” to the Internet. iGen has not experienced a different, predominantly analog, world, but baby boomers, generation X, and millennials – many of whom now use Internet-connected technology heavily – can attest to how they have changed as it integrated into their lives. Along with many other areas of life, learning has also changed with technological progress. From analog learning to digital – pre-iGen generations can describe the difference. Having not experienced the transition and therefore being unable to describe the difference, how does iGen learn, what does it learn based on the way it learns, and who drives and inspires iGen to learn more, and what are some traits that iGen and millennials share? This autoethnographic research seeks to examine iGen, millennials, pop culture, learning, technology, and the Internet with the purpose of assessing and helping to assess how iGen’ers learn information using technology based on whom they learn from, while also attempting to take a closer look at and at least begin to answer these questions. Keyword
Patient navigation and cancer-related care: Policy solutions to improve access to Pennsylvania’s complex system of care
In Pennsylvania, cancer patients experience disparate cancer-related health outcomes. Patient navigation, a patient-centered evidence-based approach effectively addresses barriers to care, and reduces cancer-related disparities and burden. We performed a literature search with specific inclusion and exclusion criteria to identify literature emanating from the United States which potentially described the development, efficacy and cost effectiveness of patient navigation across the United States and in Pennsylvania. The results from this review signified that, over last two decades there has been a rapid growth in the field of patient navigation programs across the United States which includes the state of Pennsylvania. However, despite the presence of these programs and navigators, Pennsylvania does not have state-wide guidelines which could define patient navigation and recognizes a patient navigators as well as roles and responsibilities. This paper calls for a policy-based approach to recognize and standardize patient navigation in Pennsylvania. We recommend the Pennsylvania Department of Health propose legislation which would help define patient navigation and patient navigator. We also urge various organizations, policy makers, state and private insurers, and funding agencies in Pennsylvania to recognize, acquire, and cultivate a culture of patient-centeredness through patient navigation
Challenges to Adopting Hybrid Methodology: Addressing Organizational Culture and Change Control Problems in Enterprise IT Infrastructure Projects
IT infrastructure projects have long been an overlooked field superseded by the more popular software development silos and cross-functional project teams when it comes to enterprise Agile transformations. This paper presents a systematic literature review by leveraging a qualitative research methodology based on empirical evidence provided in contemporary scholarly research articles to explore how certain variables such as organizational culture- including team structure, leadership hierarchy, geolocation, etc. along with an organization’s change management processes affect the adoption of a Hybrid/Agile project management methodology, focusing on reported challenges and critical success factors that define such large-scale enterprise transformations. The salient features from the conclusion of this preliminary research endeavor point to a direct relationship between certain aspects such as the size of the organization, stakeholder buy-in, and inherent resistance to change playing pivotal roles that define success within IT infrastructure teams and associated projects. This research endeavor and literature review also identifies a plethora of opportunities within IT infrastructure project management practices for future research based on the gaps that have been identified in contemporary literature