Online-Journals.org (International Association of Online Engineering)
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Blockchain-Enabled Internet of Things (IoT) Applications in Healthcare: A Systematic Review of Current Trends and Future Opportunities
The use of advanced computer technology in the healthcare industry has the potential to improve patient care and therapeutic results. The goal of this project is to improve data security, privacy, and decentralisation in healthcare by integrating blockchain and Internet of Things (IoT) technologies. The adoption of IoT devices makes it possible to gather and analyse patient sensory data in real–time; however centralised processing and storage present problems such as data manipulation and privacy issues. The study investigates the creation of a decentralised IoT-based e-healthcare system that takes these issues into account by utilising blockchain technology. In addition, the paper also emphasises how blockchain use has advanced smart contract technologies. Smart contracts provide safe user authentication for IoT device access, assuring responsibility, traceability, and data integrity. The study investigates the potentially game-changing applications of blockchain technology in healthcare, such as enhanced data interoperability, patient-cantered care, reduced administrative procedures, and increased transaction transparency. The report also highlights the significance of blockchain in managing pharmaceutical supply chains, considering the essential influence on patient welfare and safety. Effective management is essential in the healthcare business because supply chain interruptions or breaches can have serious implications. The present level of research in blockchain-enabled IoT applications for healthcare is examined comprehensively using the PRISMA framework and records from the Scopus database. The three most important research topics are cloud computing, fog computing, and medical services. The results highlight the important role that blockchain-enabled IoT applications have played in enhancing data security and privacy in the healthcare industry. Real-time data gathering, precise diagnoses, individualised treatments, and simplified administrative procedures are all made possible by the integration of blockchain and IoT. Additionally, scalable solutions and insightful data for healthcare decision-making are provided via fog computing, cloud computing, machine learning, and smart contracts
Minecraft Game as a New Opportunity for Teaching Renewable Energy Topics
In today’s Public Education Sector, the need for creative education is becoming more and more prominent. An excellent method for achieving this is gamification, which provides an opportunity to activate and motivate students by playfully processing the desired knowledge material. Minecraft is a multi-platform video game that can be successfully used in gamified education. This game platform is used at one of the summer camps we announced for elementary and high school students (10–16 years old). The participants mastered the topics of renewable energy sources with the help of the Minecraft game. This study describes the methods used in the camp and presents the research results on the effectiveness of the camp. The students’ current level of knowledge was examined with a questionnaire about renewable energy sources, and the collaborative skills questionnaire was used to assess the collaboration characteristics, and the school creative climate questionnaire was used to explore specific features of the camp. The practical results of the camp and the research results proved that gamification, the use of Minecraft, was excellent for arousing students’ interest, increasing their motivation, and helping them master the knowledge materials, effective task solving, and cooperation (i.e., the camp was equally effective from the point of view of knowledge acquisition and collaboration)
The Use of Augmented Reality through Assemblr Edu to Inspire Writing in an Ecuadorian EFL Distance Program
This study analyzed the effectiveness of using augmented reality (AR) through the Assemblr Edu platform to improve English as a foreign language (EFL) writing skills in distance education. The participants included 40 freshmen university students who speak English at a basic level. This case study was approached through the mixed method. The data collection instruments encompassed a pre-test, a post-test, written tasks assessed through a rubric, and a survey. Findings evidenced that Assemblr Edu enhanced participants’ writing-skill development in terms of organization and structure of paragraphs as well as grammar, vocabulary, and punctuation. This was thanks to the augmented reality elements in 3D, which allowed the designing of teaching material incorporating interactive activities, videos, images, and multimedia elements
Students’ Attitudes Towards Using ChatGPT as a Learning Tool: The Case of the University of Jordan
This research aims to examine students’ attitudes toward using ChatGPT as a learning tool using a quantitative approach with a descriptive study design. For data collection, researchers have developed attitude measures that utilize the ABC model, which encompasses three components of attitudes (affective, cognitive, and behavioral). The study was conducted among a random sample of 623 undergraduates who enrolled at the University of Jordan, consisting of 476 females and 147 males. The results of the descriptive statistics indicate that there is a high level of positive attitude toward utilizing ChatGPT as a learning tool. Furthermore, the findings confirm moderate affective and high behavioral and cognitive components of attitudes toward using ChatGPT as a learning tool among undergraduate students. A proportion of respondents (73.2%) agreed on the potential ability of ChatGPT to facilitate the learning process. In comparison, 20.7% of the study participants raised apprehensions regarding the precision of the data produced by ChatGPT, while an equivalent percentage (20.7%) reported feeling uncomfortable utilizing the platform; conversely, 14.6% of those surveyed acknowledged experiencing anxiety when unable to access ChatGPT’s services. The results of this study encourage decision-makers and educators at the University of Jordan to incorporate ChatGPT into curricula and instructional practices, considering student concerns and the risk of misuse
Performance Analysis of Sink Mobility Models for Wireless Sensor Networks: A Comparative Study
Wireless sensor networks (WSNs), deployed in the area of interest to gather data unattended, comprise numerous tiny, ponderous, and battery-operated sensor nodes (SNs). Numerous research publications presented strategies for extending the lifespan and performance of wireless sensor networks because SNs lifetime depends on limited battery life. One strategy for enhancing the performance of wireless sensor networks is to deploy an energy-rich sink capable of mobility to gather data sensed by stationary SNs. Therefore, several mobility models (MMs) were suggested. The primary objective of this investigation is to compare the effectiveness of wireless sensor networks using two MMs for mobile sinks (MSs): Kohonen’s self-organizing map-based model and the genetic algorithm-based model, in order to find the most suitable conditions under which each one of them can be used. As a result, network performance is investigated using the NS-2 simulator under various scenarios and MS speeds. Additionally, throughput, packet delivery ratio (PDR), and end-to-end (E2E) delay are the metrics used to analyze performance. Finally, messages are forwarded from their sources to the MS using the AODV routing protocol. The results show that the Kohonen-based model is suitable for small networks with moderate speeds of the mobile sink. On the other hand, the genetic algorithm-based model is suitable to be used with medium-sized networks with low speeds of the mobile sink
An Ensemble Filter for Indoor Positioning Technology of Mobile Home Service with Agile iBeacon Deployment
In this article, we undertake a thorough investigation into the theory of indoor location, adopt an effective and quick positioning algorithm, and make use of a network of lowpower iBeacons. An iBeacon-based indoor positioning system (IPS) is presented to investigate how to utilize iBeacon for accurate location and whether it can successfully replace the current dominant positioning technology based on the analysis that was conducted. However, the first things that should be taken into account at this point in the design of house robots for indoor environments are how to quickly and precisely gather target node location information as well as how to regulate and plan a course. This article examined the more popular and often used indoor positioning techniques, provided a succinct summary of current indoor positioning technologies and regulators, and examined ultrasonic locating technology in depth. Based on this, a system for mobile home service robots was developed, and simulation tests were performed to assess the accuracy of node locating, node reception and arrival times, the best level of route planning, and navigation and path estimation errors in both absolute and comparative terms. Additionally, we go into detail about the difficulties in developing a practical IPS, the solutions that are already available, a thorough performance comparison, and some potential future IPS development trends
Expanding an Education-based Collision Detection System Created on Virtual Reality and Augmented Reality
Virtually enhancing the real environment with augmented reality (AR) has lots of potential but is still in the early stages of research. The definition of appropriate user interfaces (UIs) is complicated by the absence of standards and the growing complexity of interaction opportunities. Several educators have discussed the advantages of XR for students as well as the use of AR and VR in the laboratory. Utilizing AR and VR to create immersive learning experiences is challenging since it takes time and effort to construct instructional AR and VR tools, apps, or educational settings. Because of this, even though these new technologies are said to help today’s students, their implementation in education may be postponed or stopped. In this research, the usage of XR technologies in education has been investigated through the examination of websites, technical papers, reports, and mobile app stores. This research study proposes a collision detection algorithm (CDA) utilizing machine learning. In order to aid in the identification of the meeting of two objects in the virtual environment, the collision detection method is employed in applications that support augmented reality and simulated reality technologies. In this study, mean, standard deviation and error parameters were utilized to analyze competitions that were related to augmented reality and virtual reality
Combination of Virtual Reality (VR) and BCI & fMRI in Autism Spectrum Disorder
The combination of virtual reality and fMRI is an innovative methodology that is used to make inferences about the neurological stimulations that take place in the brain of the person with ASD during the use of the VR tool. At the same time, the use of the Brain-Computer Interface (BCI) will be important, as it can be used to achieve direct interaction between the person with ASD and the computer. Still, equally important conclusions can be arrived at through the EEG electroencephalogram, also establishing the neurological processes that are carried out during the use of the VR tool. The use of the two technologies mentioned above contributes to presenting in-depth conclusions and data about the emotional state experienced by children with ASD throughout the experimental process and their interaction with the virtual reality tool
Effects of Virtual Lab Experiences on Students’ Achievement and Perceptions of Learning Physics
In engineering education, laboratory experimentation is as significant as theoretical education. However, inadequate laboratory facilities affect students’ abilities to learn. This study aimed to investigate the effect of virtual labs on students’ learning achievements and their perceptions of virtual physics lab activities. The study was carried out with 240 first-year engineering students enrolled in a physics laboratory course at a private university. In the study, data on learning achievement were collected from quizzes completed by students after the experiments. The data on the perception of the students about the virtual laboratory were collected at the end of the term, with the Virtual Laboratory Perception Scale shared online. The research results indicated that simulation-based physics experiments could positively affect students’ learning achievements. In addition, it was revealed that most students had very positive perceptions of virtual laboratory activities. The results obtained from this study can guide educators to prepare more effective laboratory environments
Exploring the Potential and Challenges of Vehicular Ad Hoc Networks: A Comprehensive Review
The paper discusses the architecture of vehicular ad hoc networks (VANETs) and their applications, simulation tools, communication domains, and challenges. VANETs enable wireless communication between moving vehicles using dedicated short-range communication (DSRC) technology, and vehicle-to-infrastructure communication with roadside units. The paper describes the three main components of VANETs: the roadside unit (RSU), application unit (AU), and on-board unit (OBU). The purpose of the paper is to provide researchers and developers with detailed information about VANETs and help them understand their aspects and challenges. The information provided in the paper could facilitate the development of VANETs for enhancing road safety and providing comfortable driving experiences