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International Conference on Artificial Intelligence and Smart Environment, ICAISE 2022 ; 635 LNNS:683-689, 2023.
Article in English | Scopus | ID: covidwho-2255049

ABSTRACT

The early classification of COVID-19 patients severity can help save lives by giving to doctors valuable instructions and guidelines for the cases that may need more attention to survive. This paper aims to classify cases depending on their severity into three classes: "survivor”, "sudden death” and "death” using electronic health records (HER). The first class represents positive cases discharged from the hospital after being treated for COVID-19. While the second and the third classes are describing the level of cases severity based on the interval of death. We called the highest severity class "sudden death” to identify critical cases with a high risk of death in the first two days of admission, while the "death” class includes severe cases with an interval of death beyond two days. The sudden death class represents the biggest challenge for this classification as the number of samples representing this case is very small. This paper presents a triage system for COVID-19 cases using four machine learning algorithms (KNN, Logistic Regression, SVM, and Decision tree). The best classification results were obtained using Logistic Regression and SVM models. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2.
6th International Conference on I-SMAC (IoT in Social, Mobile, Analytics and Cloud), I-SMAC 2022 ; : 538-543, 2022.
Article in English | Scopus | ID: covidwho-2213194

ABSTRACT

Sentiment analysis is the modern Natural Language Processing (NLP) technique for determining the sentiment of a user. The recent COVID-19 pandemic has pushed people of all ages, particularly the youth to get directly or indirectly involved in internet activities, one of which is online gaming. People have become increasingly involved in online gaming since they have easy access to the internet via smartphones. This research study has attempted to investigate online gaming addiction using different machine learning classification algorithms from over 401 data points. People of all ages, particularly students in high school, college, and university, are considered for data collection. After preprocessing and feature engineering the collected data, six state-of-the-art machine learning classification algorithms viz. Decision Tree, Random Forest, Multinomial Naive Bayes, Extreme Gradient Boosting, Support Vector Machine and K Nearest Neighbor are used to train the model. All six classifiers predict with high accuracy, with Multinomial Naive Bayes (MNB) having the highest accuracy of 73.27%. © 2022 IEEE.

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