The need for participants’ performance assessments in academia and industry has been a growing concern. It has attendance, among other metrics, is a key factor in engendering a holistic approach to decision-making. For institutions or organizations where managing people is an important yet challenging task, attendance tracking and management could be employed to improve this seemingly time-consuming process while keeping an accurate attendance record. The manual/quasi-analog approach of taking attendance in some institutions could be unreliable and inefficient, leading to inaccurate computation of attendance rates and data loss. This work, therefore, proposes a system that employs embedded technology and a biometric/ web-based application to enhance attendance management. The hardware encompasses the integration of an ESP8266 NodeMCU and the biometric AS608 fingerprint sensor interfaced with the database for which the front-end and back-end integration was through the React framework. The system uses a web application that displays the attendance results and scheduled course data from its database, provides feedback to lecturers on which student missed classes and calculates a student’s average attendance for the semester. By implementing this system, the accuracy of student attendance is expected to experience an appreciable improvement, eliminate proxy signing, provide a more secure alternative for attendance recording, curtail tardiness to classes, and ultimately improve student productivity on execution.
Face Identification is an important research topic in the field of computer vision and pattern recognition and has become a very active research area in recent decades. Recently multiwavelet-based neural networks (multiwavenets) have been used for function approximation and recognition, but to our best knowledge it has not been used for face Identification. This paper presents a novel approach for the Identification of human faces using Back-Propagation Adaptive Multiwavenet. The proposed multiwavenet has a structure similar to a multilayer perceptron (MLP) neural network with three layers, but the activation function of hidden layer is replaced with multiscaling functions. In experiments performed on the ORL face database it achieved a
... Show MoreBackground: This study aimed to determine the gender of a sample of Iraqi adults using the mesio-distal width of mandibular canines, inter-canine width and standard mandibular canine index, and to determine the percentage of dimorphism as an aid in forensic dentistry. Materials and methods: The sample included 200 sets of study models belong to 200 subjects (100 males and 100 females) with an age ranged between 17-23 years. The mesio-distal crown dimension was measured manually, from the contact points for the mandibular canines (both sides), in addition to the inter-canine width using digital vernier. Descriptive statistics were obtained for the measurements for both genders; paired sample t-test was used to evaluate the side difference of
... Show MoreThe most common form of childhood cancer is leukemia, Calculation for more than one third of all childhood cancers among those ages 1 day – 14 years. The diseases of leukemia are worldwide, it occurred in both genders from male and females and in all age. A total of 80 different samples of patient children were collected from the central teaching hospital of pediatric in Baghdad. Obtained during the period from 1st Sept. 2019 till the 31 th of Aug. 2020. Each isolates identification by using Vitek 2. Isolated organism in leukemic children show 18 (22.5 %) gram positive and 62 (77.5 %) gram negative from the total sample 80 (100.0 %). The percent of male is 45 more than female which represents 35 in most age groups between age (1 d
... Show MoreFace Identification is an important research topic in the field of computer vision and pattern recognition and has become a very active research area in recent decades. Recently multiwavelet-based neural networks (multiwavenets) have been used for function approximation and recognition, but to our best knowledge it has not been used for face Identification. This paper presents a novel approach for the Identification of human faces using Back-Propagation Adaptive Multiwavenet. The proposed multiwavenet has a structure similar to a multilayer perceptron (MLP) neural network with three layers, but the activation function of hidden layer is replaced with multiscaling functions. In experiments performed on the ORL face database it achieved a
... Show MoreThe pilgrimage takes place in several countries around the world. The pilgrimage includes the simultaneous movement of a huge crowd of pilgrims which leads to many challenges for the pilgrimage authorities to track, monitor, and manage the crowd to minimize the chance of overcrowding’s accidents. Therefore, there is a need for an efficient monitoring and tracking system for pilgrims. This paper proposes powerful pilgrims tracking and monitoring system based on three Internet of Things (IoT) technologies; namely: Radio Frequency Identification (RFID), ZigBee, and Internet Protocol version 6 (IPv6). In addition, it requires low-cost, low-power-consumption implementation. The proposed
This research is represented by exploring the experience of "the theater of the oppressed" by (Augusto Boal) as an experiment that represents a different aesthetic pattern in the presentation of theatrical performance which is in contrast with the Aristotelian and Brechtian patterns, and as a result of the increasing problems of the individual in societies according to his needs and an attempt to express the suffering of human and the loss of his rights in general.
The research also tries to uncover the power of identification and the alienation of existence in the theater of the oppressed as that power, with its diversity of legal, legitimate, religious, political, economic and social capabilities has become a burden instead of being
The current study aims to investigate the second cycle students’ motives for using electronic games in Oman. The sample consisted of (570) students, (346 males and 224 females). The participants completed an open-ended question which was analyzed based on ground theory. The results showed that (46.820%) of the males and (77.678) of the females played electronic games for pleasure, entertainment, and fun. This first category of motivation got the highest percentage of frequency (58.947%). The motive to become a hacker, a popular YouTuber got the lowest percentage (2.280%). Other students’ motives toward playing electronic games included: filling the leisure time, overcoming boredom, feeling adventures, getting science fiction and chal
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