International Journal of Entertainment Technology and Management
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International Journal of Entertainment Technology and Management (3 papers in press)
Enhanced Crow Search Algorithm for Early Detection of Parkinsons Disease in Physically Challenged Patients by Raliya Abubakar, Mohamed Hamada, Mohammed Hassan, Saratu Yusuf Ilu, Jamilu Usman Waziri Abstract: Diagnosing Parkinsons disease at its early stage is the central issue in the treatment of patients so they can live productive lives for as long as possible. The research to date have tended to concentrate only on predicting the disease rather than predicting it in the early stage. Furthermore, there is an increasing concern to extend the efficiency of the existing models to include physically challenged patients. In this paper, we proposed an enhanced version of the crow search algorithm (ECSA) to improve the diagnosis of Parkinsons disease. The proposed ECSA was used as an optimizer in predicting Parkinsons disease in physically challenged individuals like the blinds, lepers, and disabled. The experimental results gave as high prediction accuracy as 95%. The performance of the proposed enhanced algorithm was compared with that of the original CSA. The result of the experiment reveals that the proposed enhanced algorithm outperforms the original CSA. Keywords: Parkinson’s Disease; Crow Search Algorithm; Physically Challenged Patients; Disease Detection; Random Forest; Decision Tree; Logistic Regression; KNN.
Taleblazer vs. Metaverse: A Comparative Analysis of Two Platforms for Building AR Location-Based Educational Games by Alexandros Kleftodimos, Georgios Lappas, Michalis Vrigkas Abstract: Location-based AR games are becoming increasingly popular in education. With Location-based AR games, learners can obtain knowledge by visiting places of educational value through informative digital content that is activated and displayed on their mobile devices when specific locations are reached. To create location-based AR games, there are several available authoring tools. Taleblazer and Metaverse studio are two popular platforms that are used nowadays by many educators. This study aims to perform a comparative analysis between these platforms to provide educators interested in developing location-based AR experiences with all the information needed to make an informed decision on which platform to use. The analysis examines the designer environment and its available features, the end-user interface, the documentation that accompanies each platform, and third-party applications that are developed by these tools. Furthermore, two game prototypes have been developed to better understand the two platforms functionality. Keywords: Location based games; Augmented reality; Education; Taleblazer; Metaverse studio.
An Augmented Reality Workflow for Creating “Live” Wine Labels by Michalis Vrigkas, Georgios Lappas, Alexandros Kleftodimos Abstract: Augmented reality (AR) technologies are constantly developing in various fields of communication such as entertainment, education, information, and marketing and other fields such as industrial product design among others. This paper aims to present an integrated AR workflow for the labeling of wine products. The proposed wine label enhancement workflow may work as follows: The wine business comes up with the idea of creating an AR experience for its wine products, then an AR expert designs the AR experience, and develops the AR application. As a final step in the process, the application is distributed to the users with the use of various platforms and the experience can then be activated by pointing the camera of a mobile device to the bottle label. The AR content is then generated and displayed to the user who can interact with the digital product on a whole new level. Keywords: Augmented Reality; Wine Labels; Animation; Mobile Application; Unity