ABSTRACT
The past decade has witnessed a tremendous boom in the field of nanotechnology. Owing to several desirable properties of nanomaterials, nanotechnology have revolutionised the current therapeutic paradigm, by carving a niche in the domains of healthcare. Products made by applying the principles of nanotechnology are not only cost-effective from the economic point of view, but also have tremendous advantages like increased specificity, tuneable physico-chemical properties, high surface to volume ratio when compared to their conventional counterparts. In this chapter, a comprehensive portrait of the use of nanotechnology in various aspects of healthcare engineering - ranging from basic research to the fabrication of translational marketed products have been provided. A host of innovative products for application in healthcare including healing body pads, self-heating quilt, smart nano biosensors for health care monitoring, and for diagnosis of several medical conditions have been discussed. This chapter also enlists an array of the recent patents filed for the products made using nano-based approaches in the field of healthcare engineering. The concerns regarding the safe use of nanotechnology-based products for healthcare are also discussed. © 2023 Elsevier Inc. All rights reserved.
ABSTRACT
Over the last decade, corporate networks have undergone significant changes and have been increasingly reliant on cloud-based services to run their businesses. The Covid-19 pandemic has expedited this pattern. In this scenario, there is a need to provide security to infrastructures in an advanced and integrated way. Gartner invented the term "Secure Access Service Edge (SASE)"to meet the above-mentioned goal. SASE is a single framework cloud-native architecture that integrates various network and security functions. SASE is seen as a new cybersecurity solution that impacted established vendors but has received little academic attention. Therefore, in this paper, we present a Multivocal Literature Review (MVLR) aiming to gather an illustration of SASE, including definition, key characteristics, reported benefits and challenges and, finally, critiques of this new term. SASE is adopting the benefits of cloud approaches adding security to the service, however, challenges remain in several setups, including legacy systems. © 2021 IEEE.
ABSTRACT
The world is in lockdown in part due to the COVID-19 pandemic, this has meant that except facilities that are considered to be essential have all been shutdown. This includes all schools and other educational institutes. With schools being shut down, students spend their newly found free time to engage in leisurely activities, such as cooking, reading and spending time on online game apps. While there was once a time when parents would condemn their children engaging in some activities, this pandemic has resulted in parents allowing their children the freedom like they never had before. The aim of the study is to assess the time spent on online gaming and gaming motives of school children during lockdown. Questionnaire of 14 questions was made using Google Forms and articles related to the topic and the questionnaire was sent to 101 subjects, all of whom were school children and were below the age of 18 as of when they were taking the survey.The results were obtained and statistically analysed through SPSS software, chi square test was done to check the association and a p value of 0.05 was said to be statistically significant. The survey was conducted in the month of May 2020. From the survey, it was evident that the amount of time spent on online games by adolescents has increased during the lockdown, where 29.70% of the respondents played for 3-6 hours, 17.82% played for 6-10 hours and 4.95% played for more than 10 hours a day .The primary motive for the majority of the participants(52%) to choose online games (massively multiplayer online games) was to interact with their friends.From the survey it was also evident that both male and female adolescents had the same primary motive and spent more time on online games(p-value>0.05).It was found that the children preferred to play games of their choice when given the opportunity. From the survey it was evident that both male and female adolescents had the same primary motive of interacting with their friends by playing massive multiplayer online games and spent more time on online games. Getting engaged with multiplayer online games was the important reason for not giving proper attention towards the online classes conducted by their schools. Awareness has to be given to both adolescents and their parents to hit a balance.
ABSTRACT
With the world in a lockdown due to the pandemic that is COVID-19, a disease that is similar to the SARS pandemic, it is a highly contagious disease and has a high fatality rate. While the awareness about the presence of such a disease is high, the knowledge about the disease needs assessment. This study aimed to find the awareness of the amount of impact that the disease COVID-19 had on the respiratory system. A survey was conducted with a questionnaire of 15 questions using Google Forms given to a study population of college students aged between 18 and 22 years, the link to which was sent to 106 participants. The data collected was compiled using SPSS software. The compiled data were compared with the results of other studies. There were high similarities in the results of both studies. The research assessed the awareness of COVID-19 and its effect on the respiratory system among college students, and it was found to be high. © International Journal of Research in Pharmaceutical Sciences.