39 research outputs found

    An Intelligent Citizen-Centric Oriented Model for Egovernance: A Uae Case Study

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    Tremendous advancements in information and communication technology, coupled with the usability of smart mobile devices, have brought enormous growth in the appeal of high-quality government services. This appeal has, in turn, encouraged governments to deploy services to citizens using electronic channels. Worldwide, governments have recognized the need to deliver better-integrated services to the public to meet their expectations. Therefore, the transition from the conventional modes of delivering government services to an electronic format involves substantial considerations in the operational aspects of services delivery and drastic changes in existing core business systems across governmental public institutions. The concepts of eGovernance and smart services have emerged as new ways to deliver such services to meet citizens’ demands by developing tools and setting practical standards for services delivery. These tools comprise process reengineering and the setting of guidelines, establishment of policies, delegating of authority, and continued monitoring of performance and control. From a research perspective, there is a need to identify the several factors that constitute online and mobile services delivery in the UAE and measure the adoption of these services by the public. Extant literature includes very few studies that evaluate the delivery of online and mobile services in the context of eGovernance. This study highlights these gaps in the field and conducted research in the UAE to address them. The major aim of this research is to develop and validate a citizen-centric oriented model, which examines factors that affect people’s acceptance of eGovernance services within governmental public sector organizations such as health and education. This research adopted mixed methods for data collection, including a quantitative survey and qualitative semi-structured interviews.     To test the proposed model, the research adopted structural equation modelling (SEM), which is a powerful tool that considers a confirmatory approach rather than an exploratory approach with regard to the data analysis. Second, the validated and evaluated model was used as a roadmap for eGovernance services adoption and implementation, in which new initiatives can be evaluated. Third, this research provides an intelligent system for evaluating eGovernance implementation across government entities. The proposed novel system features an intelligent login module as a service that enables users to access multiple public government services using secured unified entry access (UEA) through a single account. The users are only required to log in once to access many eGovernance services. In addition, the proposed system applied the model view controller (MVC), which is an exceedingly secure model, to leverage the system’s quality, efficiency, security, flexibility and reusability. The system applied a collaborative filtering technique to improve the delivery of eGovernance services, measuring entities’ performance and ranking government organizations. Finally, this research provides recommendations for future works, including the validation of the developed model in other countries, consideration of G2B and G2E digital services and approaches to solving world systems’ technical challenges pertinent to big data, data sparsity, cold start and scalability

    Gamification in e-governance: Development of an online gamified system to enhance government entities services delivery and promote public's awareness

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    © 2017 ACM.Electronic Governance (e-Governance) is the application of the Information and Communication Technology (ICT) with the aim to simplify and support the governance across different parties including public government organizations, business and citizens. Through the adoption and use of Information and Communication technology which will connect all of these three together to support the overall government's processes and operations. It's anticipated that eGovernance shall bring boundless improvements towards strategic planning, proper monitoring of government programs, investments, projects and activities. The eGovernance will provide easy access and delivery of government services to the citizens and reduce associated costs of transactions that occur across government entities. In the recent years, some of the new technological advancement concepts that include Gamification becomes one of the solutions that can be attached with the e-Governance implementation to sustain the effective adoption of government services delivery. Gamification is an evolution that supports people interactions with implemented government electronic services. It can be widely used within public organizations for training of new hires at workplaces, help employees to perform certain tasks and carry their dayto-day activities more efficiently by using Gamification tools which government entities has to offer in order to facilitate eGovernance implementation and services adoption by publics. The developed mobile application is based on a Gamification platform for employees at public government organizations for the purpose of training and learning. In this research, different variables were measured including productivity, motivational engagement, performance, training, support and services, collaboration, innovation, skills development, personal development and behavior changes

    Early Prediction of Chronic Kidney Disease Using Machine Learning Supported by Predictive Analytics

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    © 2018 IEEE. Chronic Kidney Disease is a serious lifelong condition that induced by either kidney pathology or reduced kidney functions. Early prediction and proper treatments can possibly stop, or slow the progression of this chronic disease to end-stage, where dialysis or kidney transplantation is the only way to save patient's life. In this study, we examine the ability of several machine-learning methods for early prediction of Chronic Kidney Disease. This matter has been studied widely; however, we are supporting our methodology by the use of predictive analytics, in which we examine the relationship in between data parameters as well as with the target class attribute. Predictive analytics enables us to introduce the optimal subset of parameters to feed machine learning to build a set of predictive models. This study starts with 24 parameters in addition to the class attribute, and ends up by 30 % of them as ideal sub set to predict Chronic Kidney Disease. A total of 4 machine learning based classifiers have been evaluated within a supervised learning setting, achieving highest performance outcomes of AUC 0.995, sensitivity 0.9897, and specificity 1. The experimental procedure concludes that advances in machine learning, with assist of predictive analytics, represent a promising setting by which to recognize intelligent solutions, which in turn prove the ability of predication in the kidney disease domain and beyond

    Patients Attitude to Technology: A Way to Improve Hydrocephalus Management and Follow up Using Smartphone Intelligent Application

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    Smartphone applications (”apps”) have become ubiquitous with the advent of smartphones and tablets in recent years.Increasingly the utility of these apps is being explored in healthcare delivery. Hydrocephalus is a condition that is usually followed by a neurosurgeon for the patient’s life. We explore patient acceptability of a mobile app as an adjunct to outpatient follow-up of patients with hydrocephalus. A questionnaire was circulated amongst patients with hydrocephalus (adults and children). Patients were asked questions about their hydrocephalus; expectations for outpatient follow up, whether they have smartphone/tablet/internet access and whether they would be interested in a mobile app for their long term hydrocephalus follow up. 191 patients completed questionnaires, 98 respondents were adults (mean age 46.1) and 93 were children less than 18 years old (mean age 8). Overall 36.1% of patients did not know the cause of their hydrocephalus. 96.7% have a shunt. 76.5% of adults and 80.6% of children had 1-4 shunt surgeries, 14.3% of adults and 11.8% of children had 5-9 shunt surgeries, 3.1% of adults and 5.4% of children had 10-14 shunt surgeries. 71.7% of patients expect to be followedup routinely in clinic for life. All children had smartphones or tablets, compared to 86.7% of adults. Children were more interested in a hydrocephalus app, 84.9% saying yes, compared to 71.4% of adults. Adults who were not interested in the app did not have a smartphone or tablet. Hydrocephalus management is a lifelong task and innovations in technology for engaging patients in its management are vital. The majority of patients are interested in mobile apps for outpatient management of hydrocephalus. We will follow this up with a feasibility study of a custom designed hydrocephalus app

    Correction to: Implementation of machine learning algorithms to create diabetic patient re-admission profiles

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    Learning analytics and serious games: Analysis of interrelation

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    © 2018 IEEE. The present level of the technology development gives various opportunities to implement methods never used or seen before. Different solutions emerge, and one of the most critical goals for the scientific society is to establish a strong link of the new technology with the methods used traditionally in particular areas. In this article we would like to discuss how two relatively new approaches to education process, Learning Analytics (LA) and Serious Games (SG), can interrelate between each other with reference to the classroom implementation. We will review the role of LA in the context of SG and vice versa and discuss possible and actual limitation that could confine the positive results of such interrelation

    Gamification in e-governance: Development of an online gamified system to enhance government entities services delivery and promote public's awareness

    No full text
    © 2017 ACM.Electronic Governance (e-Governance) is the application of the Information and Communication Technology (ICT) with the aim to simplify and support the governance across different parties including public government organizations, business and citizens. Through the adoption and use of Information and Communication technology which will connect all of these three together to support the overall government's processes and operations. It's anticipated that eGovernance shall bring boundless improvements towards strategic planning, proper monitoring of government programs, investments, projects and activities. The eGovernance will provide easy access and delivery of government services to the citizens and reduce associated costs of transactions that occur across government entities. In the recent years, some of the new technological advancement concepts that include Gamification becomes one of the solutions that can be attached with the e-Governance implementation to sustain the effective adoption of government services delivery. Gamification is an evolution that supports people interactions with implemented government electronic services. It can be widely used within public organizations for training of new hires at workplaces, help employees to perform certain tasks and carry their dayto-day activities more efficiently by using Gamification tools which government entities has to offer in order to facilitate eGovernance implementation and services adoption by publics. The developed mobile application is based on a Gamification platform for employees at public government organizations for the purpose of training and learning. In this research, different variables were measured including productivity, motivational engagement, performance, training, support and services, collaboration, innovation, skills development, personal development and behavior changes

    Learning analytics and serious games: Analysis of interrelation

    No full text
    © 2018 IEEE. The present level of the technology development gives various opportunities to implement methods never used or seen before. Different solutions emerge, and one of the most critical goals for the scientific society is to establish a strong link of the new technology with the methods used traditionally in particular areas. In this article we would like to discuss how two relatively new approaches to education process, Learning Analytics (LA) and Serious Games (SG), can interrelate between each other with reference to the classroom implementation. We will review the role of LA in the context of SG and vice versa and discuss possible and actual limitation that could confine the positive results of such interrelation

    Gamification in e-governance: Development of an online gamified system to enhance government entities services delivery and promote public's awareness

    Get PDF
    © 2017 ACM.Electronic Governance (e-Governance) is the application of the Information and Communication Technology (ICT) with the aim to simplify and support the governance across different parties including public government organizations, business and citizens. Through the adoption and use of Information and Communication technology which will connect all of these three together to support the overall government's processes and operations. It's anticipated that eGovernance shall bring boundless improvements towards strategic planning, proper monitoring of government programs, investments, projects and activities. The eGovernance will provide easy access and delivery of government services to the citizens and reduce associated costs of transactions that occur across government entities. In the recent years, some of the new technological advancement concepts that include Gamification becomes one of the solutions that can be attached with the e-Governance implementation to sustain the effective adoption of government services delivery. Gamification is an evolution that supports people interactions with implemented government electronic services. It can be widely used within public organizations for training of new hires at workplaces, help employees to perform certain tasks and carry their dayto-day activities more efficiently by using Gamification tools which government entities has to offer in order to facilitate eGovernance implementation and services adoption by publics. The developed mobile application is based on a Gamification platform for employees at public government organizations for the purpose of training and learning. In this research, different variables were measured including productivity, motivational engagement, performance, training, support and services, collaboration, innovation, skills development, personal development and behavior changes

    The Application of Artificial Intelligence Technology in Healthcare: A Systematic Review

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    © 2020, Springer Nature Switzerland AG. The proliferation of artificial intelligence and its continued development can be attributed to the pursuit of advanced machine learning techniques for handling big health data. Even though AI appears to be an independent system while considering algorithms and learning techniques, it, however, requires integration of different machine learning algorithms to enable it to handle different data structures. Notably, the number of articles addressing AI implementation from a medical research perspective are on the rise. Further, AI in medical research have machine learning component and as such relies on algorithms such as support vector machine, neural network, deep learning, and convolution neural networks. Of these algorithms, support vector machine is the most commonly used, and it has been applied in medical imaging, diagnosis and treatment of stroke as well as early detection of cancer and neurology conditions. As per the survey, AI results in higher accuracy of diagnosis and risk prediction compared to human approaches. Despite such success and promising future, AI faces regulatory and data related challenges
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