A good and healthy seed will always produce a nice fruit, whereas an infected seed will produce an infected fruit. The same concept applies to children; the healthier the environment in which the kids grow, the more likely they become valuable members of society. Therefore, this study aimed to design an app that aims to enhance the communication between parents and their children and enrich the good habits of the kid. This paper will mainly discuss the proposed idea and its design, as also it is mentioning the app’s main functionalities. The Kiddo project introduces us to a mobile application that focuses on enhancing the sense of responsibility from a young age and makes raising kids fun and easy. Kiddo Application enables kids to share their accomplishments with their peers in an interactive environment full of enjoyment followed by parental monitoring to handle what their kids are posting and friends following. Keywords: Educational app; Kiddo; Kids; parental control; social media.
{"title":"Design and prototyping of Kiddo, a mobile application for parents to control kids' learning","authors":"Albandary Alamer, Noura Alaskar, Sana Bukhamseen, Jawaher Alkhamis, Enas Alghamdi, Almaha Almulhim","doi":"10.18844/gjit.v12i1.7432","DOIUrl":"https://doi.org/10.18844/gjit.v12i1.7432","url":null,"abstract":"A good and healthy seed will always produce a nice fruit, whereas an infected seed will produce an infected fruit. The same concept applies to children; the healthier the environment in which the kids grow, the more likely they become valuable members of society. Therefore, this study aimed to design an app that aims to enhance the communication between parents and their children and enrich the good habits of the kid. This paper will mainly discuss the proposed idea and its design, as also it is mentioning the app’s main functionalities. The Kiddo project introduces us to a mobile application that focuses on enhancing the sense of responsibility from a young age and makes raising kids fun and easy. Kiddo Application enables kids to share their accomplishments with their peers in an interactive environment full of enjoyment followed by parental monitoring to handle what their kids are posting and friends following.\u0000 \u0000Keywords: Educational app; Kiddo; Kids; parental control; social media.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125466885","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-30DOI: 10.18844/gjit.v12i1.7441
Kreshnik Vukatana, Gerta Mata
Albania has held elections with a paper-based system for many years now. However, with the innovative technological developments that have taken place in the country, there is the possibility to apply these technologies to better impact the voting process. This study aims to propose an electronic voting architecture, using a hybrid solution that integrates voting kiosks within the country and online voting for Albanian citizens living abroad. The study uses a review of the literature method. This study analyses the voting process in Albania, focusing on two key issues: the accuracy of the process and the impossibility of voting for the citizens living outside the country. The electronic voting process through electronic voting machines and online systems are analyzed as new technological approaches to address and solve the issues mentioned above. From the study, electronic voting process implementation has a higher cost. Moreover, to evaluate the feasibility of the system implementation, a detailed analysis of costs is needed, security requirements specifications, and a legal framework. Keywords: Devices; DRE; elections; e-voting; E2E.
{"title":"E-voting, a proposed framework for Albania scenario","authors":"Kreshnik Vukatana, Gerta Mata","doi":"10.18844/gjit.v12i1.7441","DOIUrl":"https://doi.org/10.18844/gjit.v12i1.7441","url":null,"abstract":"Albania has held elections with a paper-based system for many years now. However, with the innovative technological developments that have taken place in the country, there is the possibility to apply these technologies to better impact the voting process. This study aims to propose an electronic voting architecture, using a hybrid solution that integrates voting kiosks within the country and online voting for Albanian citizens living abroad. The study uses a review of the literature method. This study analyses the voting process in Albania, focusing on two key issues: the accuracy of the process and the impossibility of voting for the citizens living outside the country. The electronic voting process through electronic voting machines and online systems are analyzed as new technological approaches to address and solve the issues mentioned above. From the study, electronic voting process implementation has a higher cost. Moreover, to evaluate the feasibility of the system implementation, a detailed analysis of costs is needed, security requirements specifications, and a legal framework.\u0000 \u0000Keywords: Devices; DRE; elections; e-voting; E2E.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129202246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-30DOI: 10.18844/gjit.v12i1.7108
Ramiz Salama, Krell Chiparausha, Faysal Bsatar
The use of E-learning platforms for education in recent times has been on the rise. The purpose of this work is to provide an overview of the web application. This paper provides an overview of a web-based application as a result of the project titled “22nd Century English”. This is a web platform that arranges schedules and scheduled video conferences between students and lecturers. A lot of teachers especially English Teachers have extra time with which they can teach but without commitment, because of their commitment to their Teaching Institution. With the opportunity to handle freelance lessons through the developed application, teachers have the ability to earn extra income while helping other students outside their schools. This platform also helps students to learn English remotely without wasting time with traveling or intense commitment. Keywords: E-learning; English teaching; learn press; LMS. Keywords: LMS, learn press, e-learning, English teaching, efficiency of English learning;
{"title":"E-learning system of teaching english language","authors":"Ramiz Salama, Krell Chiparausha, Faysal Bsatar","doi":"10.18844/gjit.v12i1.7108","DOIUrl":"https://doi.org/10.18844/gjit.v12i1.7108","url":null,"abstract":"The use of E-learning platforms for education in recent times has been on the rise. The purpose of this work is to provide an overview of the web application. This paper provides an overview of a web-based application as a result of the project titled “22nd Century English”. This is a web platform that arranges schedules and scheduled video conferences between students and lecturers. A lot of teachers especially English Teachers have extra time with which they can teach but without commitment, because of their commitment to their Teaching Institution. With the opportunity to handle freelance lessons through the developed application, teachers have the ability to earn extra income while helping other students outside their schools. This platform also helps students to learn English remotely without wasting time with traveling or intense commitment.\u0000 \u0000Keywords: E-learning; English teaching; learn press; LMS.\u0000 \u0000 \u0000Keywords: LMS, learn press, e-learning, English teaching, efficiency of English learning;\u0000 ","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128945347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-31DOI: 10.18844/gjit.v11i2.6117
Monica Cristina Garbin, Edison Trombeta de Oliveira, Simone Telles
In the last decades, technologies have been adopted by Higher Education Institutions, all over the world, as tools to approach new pedagogical practices for their programs. This paper aims to present an experience on the use of tools for communication, interaction and collaboration in a project-based learning on distance education. The project is developed virtually, with students organized in groups in order to develop a solution to a real problem. Therefore, with the use of technology, it is intended to provide those involved with forms of communication and interaction. Technologies in a context like this are considered strong allies of the teaching process developed under the perspective of collaborative work and the development of student autonomy. The collected data show results that indicate the used tools have promoted collaboration between the students, who have learned by developing solutions to problems. Keywords: Higher education; distance education; collaborative learning.
{"title":"Active methodologies supported by interaction and communication technologies in higher education","authors":"Monica Cristina Garbin, Edison Trombeta de Oliveira, Simone Telles","doi":"10.18844/gjit.v11i2.6117","DOIUrl":"https://doi.org/10.18844/gjit.v11i2.6117","url":null,"abstract":"In the last decades, technologies have been adopted by Higher Education Institutions, all over the world, as tools to approach new pedagogical practices for their programs. This paper aims to present an experience on the use of tools for communication, interaction and collaboration in a project-based learning on distance education. The project is developed virtually, with students organized in groups in order to develop a solution to a real problem. Therefore, with the use of technology, it is intended to provide those involved with forms of communication and interaction. Technologies in a context like this are considered strong allies of the teaching process developed under the perspective of collaborative work and the development of student autonomy. The collected data show results that indicate the used tools have promoted collaboration between the students, who have learned by developing solutions to problems. Keywords: Higher education; distance education; collaborative learning.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115638784","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-31DOI: 10.18844/gjit.v11i2.5287
O. Yildirim, Nesrin Ozdener, Ali Geriş
Students' widespread use of games has attracted scientists' attention, and it has been a matter of curiosity whether games can be used in education. The primary purpose of this descriptive study is to examine gamification user types of university students. In addition, the digital game playing characteristics and preferences of students were identified. The participants comprised one hundred and eighty-one (181) university students enrolled at a state university in Turkey. An online questionnaire prepared by researchers and the Gamification User Types Hexad Scale were used as data collection tools. Descriptive statistics (mean, percentage, frequency), Kruskal Wallis H, and chi-square analysis were utilized for data analysis. The results revealed that the highest ratio of students stemmed from achievers, philanthropists, and players. Furthermore, participants mostly preferred to play online games, and most of the students played digital games daily. Keywords: Digital games, game preferences, game genre, gamification user types.
{"title":"Gamification user types and game playing preferences of university students","authors":"O. Yildirim, Nesrin Ozdener, Ali Geriş","doi":"10.18844/gjit.v11i2.5287","DOIUrl":"https://doi.org/10.18844/gjit.v11i2.5287","url":null,"abstract":"Students' widespread use of games has attracted scientists' attention, and it has been a matter of curiosity whether games can be used in education. The primary purpose of this descriptive study is to examine gamification user types of university students. In addition, the digital game playing characteristics and preferences of students were identified. The participants comprised one hundred and eighty-one (181) university students enrolled at a state university in Turkey. An online questionnaire prepared by researchers and the Gamification User Types Hexad Scale were used as data collection tools. Descriptive statistics (mean, percentage, frequency), Kruskal Wallis H, and chi-square analysis were utilized for data analysis. The results revealed that the highest ratio of students stemmed from achievers, philanthropists, and players. Furthermore, participants mostly preferred to play online games, and most of the students played digital games daily.\u0000Keywords: Digital games, game preferences, game genre, gamification user types.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115513691","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-31DOI: 10.18844/gjit.v11i2.6546
Shakir Karim, Raj Sandu, Mahesh Kayastha
Artificial Intelligence (AI) is the greatest development and promise in the present technology world, as it promises big contribution, massive changes, modernization, and coordination with and within people’s progressing life. This paper aims to provide an analysis of Jordan health care that are co-connected and interconnected with the consequences formed by Artificial Intelligence (AI) and focuses on the strengths and weaknesses of adopting AI in health sector. It also discusses the local awareness and familiarization of Artificial Intelligence (AI) in Jordan healthcare providers and gives a consistent assessment of current and future best practices. Data was gathered by using interviews from Jordan IT and health care providers. The investigation found that AI is consistently changing the way healthcare is to be directed in Jordan. AI can provide solid healthcare services to the stakeholders. As a developing country, Jordan has not fully adopted Artificial Intelligence (AI) in its healthbsector. Keywords: Artificial Intelligence (AI); Challenges; Health care System; Jordan; Opportunities
{"title":"The challenges and opportunities of adopting artificial intelligence (AI) in Jordan’s healthcare transformation","authors":"Shakir Karim, Raj Sandu, Mahesh Kayastha","doi":"10.18844/gjit.v11i2.6546","DOIUrl":"https://doi.org/10.18844/gjit.v11i2.6546","url":null,"abstract":"Artificial Intelligence (AI) is the greatest development and promise in the present technology world, as it promises big contribution, massive changes, modernization, and coordination with and within people’s progressing life. This paper aims to provide an analysis of Jordan health care that are co-connected and interconnected with the consequences formed by Artificial Intelligence (AI) and focuses on the strengths and weaknesses of adopting AI in health sector. It also discusses the local awareness and familiarization of Artificial Intelligence (AI) in Jordan healthcare providers and gives a consistent assessment of current and future best practices. Data was gathered by using interviews from Jordan IT and health care providers. The investigation found that AI is consistently changing the way healthcare is to be directed in Jordan. AI can provide solid healthcare services to the stakeholders. As a developing country, Jordan has not fully adopted Artificial Intelligence (AI) in its healthbsector. \u0000 \u0000Keywords: Artificial Intelligence (AI); Challenges; Health care System; Jordan; Opportunities \u0000 ","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121606216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-31DOI: 10.18844/gjit.v12i1.5479
Ruixuan Ji
There is a large amount of data accumulated in management systems in universities and information hidden in these large amounts of data is not fully tapped and applied. Using data mining techniques in education research can help in the extraction of many valuable patterns from the data. The purpose of this article is to analyze the linear relation between the students’ total score of College English Test-Band 4 (CET-4) and scores in each part of the test, using Support vector machin.e (SVM) to classify students' CET-4 performance in each part. The research collected data with questionnaires and analysis was carried out with the help of SPSS. The result showed that the main factors that affect the CET-4 results are previous experience of learning English, attitudes toward the test and time spent on learning English per day. Keywords: CET-4 score; Educational data mining; SVM classification; Influence factors
{"title":"Analysing students’ college english test-band 4(CET-4) scores based on educational data mining","authors":"Ruixuan Ji","doi":"10.18844/gjit.v12i1.5479","DOIUrl":"https://doi.org/10.18844/gjit.v12i1.5479","url":null,"abstract":"There is a large amount of data accumulated in management systems in universities and information hidden in these large amounts of data is not fully tapped and applied. Using data mining techniques in education research can help in the extraction of many valuable patterns from the data. The purpose of this article is to analyze the linear relation between the students’ total score of College English Test-Band 4 (CET-4) and scores in each part of the test, using Support vector machin.e (SVM) to classify students' CET-4 performance in each part. The research collected data with questionnaires and analysis was carried out with the help of SPSS. The result showed that the main factors that affect the CET-4 results are previous experience of learning English, attitudes toward the test and time spent on learning English per day.\u0000 \u0000Keywords: CET-4 score; Educational data mining; SVM classification; Influence factors","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123834512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-01DOI: 10.18844/gjit.v11i2.5266
Wenjuan Xu
Computer forensics is not only important for the security professionals in the forensics field, it also can help the information technology professionals working in the network administration, system management and other related fields. Our department has a computer forensics course offered for the undergraduate students to prepare them to be successful in their future career. In this paper, we introduce our forensics course design, especially, we explain our course hands-on activities, which include the labs and the projects for practicing the computer forensics related programming and the existing tools using.
{"title":"Computer Forensics Teaching For Undergraduate Students","authors":"Wenjuan Xu","doi":"10.18844/gjit.v11i2.5266","DOIUrl":"https://doi.org/10.18844/gjit.v11i2.5266","url":null,"abstract":"Computer forensics is not only important for the security professionals in the forensics field, it also can help the information technology professionals working in the network administration, system management and other related fields. Our department has a computer forensics course offered for the undergraduate students to prepare them to be successful in their future career. In this paper, we introduce our forensics course design, especially, we explain our course hands-on activities, which include the labs and the projects for practicing the computer forensics related programming and the existing tools using.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117246735","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-01DOI: 10.18844/gjit.v11i2.5026
Powel Maxwell Worimegbe, Ikechukwu Federick Muo
The study examined the effect of digital banking on competitiveness in deposit money banks in Nigeria. The study revealed that there are types of measures of digital banking. These measures are the internal and external digital banking. The measures of competitiveness used in the study are value-added services, quality of service and innovation. The descriptive survey design was employed. The primary source of data was used, and a 7-point Likert scale questionnaire was administered to 312 respondents. Data were analysed using the structural equation model. The results reveal that digital banking affects competitiveness in Nigerian deposit banks. The result further reveals that internal digital banking is the most significant variable in digital banking, while innovation is the most significant variable in measuring competitiveness. The study recommends that deposit money banks invest more in digital banking, especially their internal process, because this will give them a competitive advantage by adding value to customers, increasing quality of services and making them more innovative. Keywords: Digitalisation, competitiveness, dynamic capabilities, value added, innovation.
{"title":"Digitalisation and firms’ competitiveness in deposit money banks","authors":"Powel Maxwell Worimegbe, Ikechukwu Federick Muo","doi":"10.18844/gjit.v11i2.5026","DOIUrl":"https://doi.org/10.18844/gjit.v11i2.5026","url":null,"abstract":"The study examined the effect of digital banking on competitiveness in deposit money banks in Nigeria. The study revealed that there are types of measures of digital banking. These measures are the internal and external digital banking. The measures of competitiveness used in the study are value-added services, quality of service and innovation. The descriptive survey design was employed. The primary source of data was used, and a 7-point Likert scale questionnaire was administered to 312 respondents. Data were analysed using the structural equation model. The results reveal that digital banking affects competitiveness in Nigerian deposit banks. The result further reveals that internal digital banking is the most significant variable in digital banking, while innovation is the most significant variable in measuring competitiveness. The study recommends that deposit money banks invest more in digital banking, especially their internal process, because this will give them a competitive advantage by adding value to customers, increasing quality of services and making them more innovative.\u0000 \u0000Keywords: Digitalisation, competitiveness, dynamic capabilities, value added, innovation.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123775216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-04-30DOI: 10.18844/gjit.v11i1.5288
Ramiz Salama, Mohamed ElSayed
A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Unity has everything you need to create games in one place. It has an integrated development framework that creates rich solutions and out-of-box functionality to make games. This paper recommends making a decision one has to look at, such as what platforms one wants to target and how one can plan on monetising their product. Keywords: Game engine, compare engine, Unity game, Unreal game, platforms.
{"title":"A live comparison between Unity and Unreal game engines","authors":"Ramiz Salama, Mohamed ElSayed","doi":"10.18844/gjit.v11i1.5288","DOIUrl":"https://doi.org/10.18844/gjit.v11i1.5288","url":null,"abstract":"A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Unity has everything you need to create games in one place. It has an integrated development framework that creates rich solutions and out-of-box functionality to make games. This paper recommends making a decision one has to look at, such as what platforms one wants to target and how one can plan on monetising their product.\u0000 \u0000Keywords: Game engine, compare engine, Unity game, Unreal game, platforms.","PeriodicalId":188272,"journal":{"name":"Global Journal of Information Technology: Emerging Technologies","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126143752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}