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1.
Micro-Electronics and Telecommunication Engineering, Icmete 2021 ; 373:517-524, 2022.
Article in English | Web of Science | ID: covidwho-2307574

ABSTRACT

Games in any form have always been a part of human life. These play a very important part in socializing and competitive enhancement of human nature. With the invention of computer and various other portal electronic devices, video games came into picture. Advancement in computer technology in last few decades and accessibility of the same has exponentially increased the number of people playing video games. These video games in competitive form are called esports which stands for electronic sports. Nevertheless with the recent outburst because of COVID, the engagement on the same has peaked like never before. Further, these have some positive and some negative outcomes on the life of people.

2.
Computers, Materials and Continua ; 72(3):6029-6044, 2022.
Article in English | Scopus | ID: covidwho-1836520

ABSTRACT

Coronavirus (COVID-19) has impacted nearly every person across the globe either in terms of losses of life or as of lockdown. The current coronavirus (COVID-19) pandemic is a rare/special situation where people can express their feelings on Internet-based social networks. Social media is emerging as the biggest platform in recent years where people spend most of their time expressing themselves and their emotions. This research is based on gathering data from Twitter and analyzing the behavior of the people during the COVID-19 lockdown. The research is based on the logic expressed by people in this perspective and emotions for the suffering of COVID-19 and lockdown. In this research, we have used a Long Short-Term Memory (LSTM) network model with Convolutional Neural Network using Keras python deep-learning library to determine whether social media platform users are depressed in terms of positive, negative, or neutral emotional out bust based on their Twitter posts. The results showed that the model has 88.14% accuracy (representation of the correct prediction over the test dataset) after 10 epochs which most tweets showed had neutral polarity. The evaluation shows interesting results in positive (1), negative (-1), and neutral (0) emotions through different visualization. © 2022 Tech Science Press. All rights reserved.

3.
5th International Conference on Microelectronics and Telecommunication Engineering, ICMETE 2021 ; 373:517-524, 2022.
Article in English | Scopus | ID: covidwho-1750647

ABSTRACT

Games in any form have always been a part of human life. These play a very important part in socializing and competitive enhancement of human nature. With the invention of computer and various other portal electronic devices, video games came into picture. Advancement in computer technology in last few decades and accessibility of the same has exponentially increased the number of people playing video games. These video games in competitive form are called esports which stands for electronic sports. Nevertheless with the recent outburst because of COVID, the engagement on the same has peaked like never before. Further, these have some positive and some negative outcomes on the life of people. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

4.
Medico-Legal Update ; 21(2):649-653, 2021.
Article in English | EMBASE | ID: covidwho-1158606

ABSTRACT

Introduction: Due to COVID-19 pandemic outbreak, a lot of countries are under lockdown for more than 30 days. The study is about the physical activity and emotional status of college students and the working sector for 1 month lockdown. Aim: To check the physical and emotional status of college students and in the working sector, while the response is either positive or negative towards the health concern. Method: A web survey was used which is based on IPAQ and PERS scales by 150 candidates. Result: IPAQ show the physical activity perform by the 150 candidates where the maximum candidate was of low activity and PERS shows the positive and negative reactivity of the candidates where the negative reactivity was high than positive reactivity. Conclusion: The low physical activity stimulates the negative reactivity.

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