LGFeb 15, 2024Code
COVIDHealth: A Benchmark Twitter Dataset and Machine Learning based Web Application for Classifying COVID-19 DiscussionsMahathir Mohammad Bishal, Md. Rakibul Hassan Chowdory, Anik Das et al.
The COVID-19 pandemic has had adverse effects on both physical and mental health. During this pandemic, numerous studies have focused on gaining insights into health-related perspectives from social media. In this study, our primary objective is to develop a machine learning-based web application for automatically classifying COVID-19-related discussions on social media. To achieve this, we label COVID-19-related Twitter data, provide benchmark classification results, and develop a web application. We collected data using the Twitter API and labeled a total of 6,667 tweets into five different classes: health risks, prevention, symptoms, transmission, and treatment. We extracted features using various feature extraction methods and applied them to seven different traditional machine learning algorithms, including Decision Tree, Random Forest, Stochastic Gradient Descent, Adaboost, K-Nearest Neighbour, Logistic Regression, and Linear SVC. Additionally, we used four deep learning algorithms: LSTM, CNN, RNN, and BERT, for classification. Overall, we achieved a maximum F1 score of 90.43% with the CNN algorithm in deep learning. The Linear SVC algorithm exhibited the highest F1 score at 86.13%, surpassing other traditional machine learning approaches. Our study not only contributes to the field of health-related data analysis but also provides a valuable resource in the form of a web-based tool for efficient data classification, which can aid in addressing public health challenges and increasing awareness during pandemics. We made the dataset and application publicly available, which can be downloaded from this link https://github.com/Bishal16/COVID19-Health-Related-Data-Classification-Website.
SEJul 4, 2021
A Systematic Review of Mobile Apps for Child Sexual Abuse Education: Limitations and Design GuidelinesSadia Tasnuva Pritha, Rahnuma Tasnim, Muhammad Ashad Kabir et al.
The objectives of this study are understanding the requirements of a CSA education app, identifying the limitations of existing apps, and providing a guideline for better app design. An electronic search across three major app stores(Google Play, Apple, and Microsoft) is conducted and the selected apps are rated by three independent raters. Total 191 apps are found and finally, 14 apps are selected for review based on defined inclusion and exclusion criteria. An app rating scale for CSA education apps is devised by modifying existing scales and used to evaluate the selected 14 apps. Our rating scale evaluates essential features, criteria, and software quality characteristics that are necessary for CSA education apps, and determined their effectiveness for potential use as CSA education programs for children. The internal consistency of the rating scale and the inter and intra-rater reliability among the raters are also calculated. User comments from the app stores are collected and analyzed to understand their expectations and views. After analyzing the feasibility of reviewed apps, CSA app design considerations are proposed that highlight game-based teaching approaches. Evaluation results showed that most of the reviewed apps are not suitable for being used as CSA education programs. While a few may be able to teach children and parents individually, only the apps "Child Abuse Prevention" (rate 3.89 out of 5) and "Orbit Rescue" (rate 3.92 out of 5) could be deemed suitable for a school-based CSA education program. However, all those apps need to be improved both their software qualities and CSA-specific features for being considered as potential CSA education programs. This study provides the necessary knowledge to developers and individuals regarding essential features and software quality characteristics for designing and developing CSA education apps.
HCSep 12, 2020
Learning Daily Calorie Intake Standard using a Mobile GameAnik Das, Sumaiya Amin, Muhammad Ashad Kabir et al.
Mobile games can contribute to learning at greater success. In this paper, we have developed and evaluated a novel educational game, named FoodCalorie, to learn the food calorie intake standards. Our game is aimed to learn the calorie values of various traditional Bangladeshi foods and the calorie intake standard that varies with age and gender. Our study confirms the finding of existing studies that game-based learning can enhance the learning experience.