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1.
World Journal of Engineering ; : 7, 2022.
Article in English | Web of Science | ID: covidwho-1853412

ABSTRACT

Purpose The purpose of this paper used for catastrophe and pandemic preparedness was the craft of machine learning calculations. ML is the latest globe learning technique to assist in the identification and remediation of medical care catastrophes. Design/methodology/approach To the greatest extent possible, countries are terrified about debacles and pandemics, which, all in all, are exceptionally improbable occurrences. When health emergencies arise on the board, several issues arise for the medical team because of the lack of accurate information from numerous diverse sources, which is required to be available by suitable professionals. Findings Thus, the current investigation's main objective is to demonstrate a structure that is dependent on the incorporation of recent advances, the Internet of Things and large information and which can settle this issue by using machine learning (ML) in all stages of catastrophe and providing accurate and compelling medical care. Originality/value The system upholds medical services characters by empowering information to be divided between them, enabling them to perform insightful estimations and enabling them to find significant, legitimate and precise patterns that are required for functional arrangement and better readiness in the event of crises. It is possible that the results of the system's work may be used by the executives to assist chiefs in differentiating and forecasting the wellbeing repercussions of the fumbles.

2.
World Journal of Engineering ; 2021.
Article in English | Scopus | ID: covidwho-1437901

ABSTRACT

Purpose: The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/methodology/approach: Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open-world game. To study the customer satisfaction of users using VR stores. Findings: The scope of work is concentrated on the urban Indian market especially targeting the country’s youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not. Originality/value: A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience. © 2021, Emerald Publishing Limited.

3.
Mater Today Proc ; 51: 820-825, 2022.
Article in English | MEDLINE | ID: covidwho-1322259

ABSTRACT

The entire world has gotten caught and is now furious that the deadly corona virus is out. All and every person's life across the globe has stopped. It took millions of lives already. The government of most countries agreed to follow the full lock-down of human activities due to its propensity to a high spread frequency. Therefore, this work of mine would be a accentuating the affectivity of the Aarogya Setu application in spreading realization amongst the masses that self- care in this situation of emergence is the only way not only of saving one's own life but also of others. It would also effectively highlight that though, the use of virtual platform has benefitted all but its improper utilization can create loads of misunderstanding, confusion and can give rise to some devastating situation.

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