Graph representation learning encodes vertices as low-dimensional vectors that summarize their graph position and the structure of their local graph neighborhood. These methods give us beneficial representation in continuous space from big relational data. However, the algorithms are usually evaluated indirectly from the accuracy of applying the learning results to classification tasks because of not giving the correct answer when graph representation learning is applied. Therefore, this study proposes a method to evaluate graph representation learning algorithms by preparing correct learning results for the data by distributing objects in the latent space in advance and probabilistically generating relational graph data from the distributions in the latent space. Using this method, we evaluated LINE: Large-scale information network embedding, one of the most popular algorithms for learning graph representations. LINE consists of two algorithms optimizing two objective functions defined by first-order proximity and second-order proximity. We prepared two link-generating models suitable for these two objective functions and clarified that the corresponding LINE algorithm performed well for the link data generated by each model.
{"title":"An Evaluation of Large-scale Information Network Embedding based on Latent Space Model Generating Links","authors":"Shotaro Kawasaki, Ryosuke Motegi, Shogo Matsuno, Yoichi Seki","doi":"10.1145/3520084.3520111","DOIUrl":"https://doi.org/10.1145/3520084.3520111","url":null,"abstract":"Graph representation learning encodes vertices as low-dimensional vectors that summarize their graph position and the structure of their local graph neighborhood. These methods give us beneficial representation in continuous space from big relational data. However, the algorithms are usually evaluated indirectly from the accuracy of applying the learning results to classification tasks because of not giving the correct answer when graph representation learning is applied. Therefore, this study proposes a method to evaluate graph representation learning algorithms by preparing correct learning results for the data by distributing objects in the latent space in advance and probabilistically generating relational graph data from the distributions in the latent space. Using this method, we evaluated LINE: Large-scale information network embedding, one of the most popular algorithms for learning graph representations. LINE consists of two algorithms optimizing two objective functions defined by first-order proximity and second-order proximity. We prepared two link-generating models suitable for these two objective functions and clarified that the corresponding LINE algorithm performed well for the link data generated by each model.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134436964","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}
This paper proposes a method for detecting the conflict of vacuum power resources in wind tunnels. It quantifies the demand for vacuum resources in wind tunnels, establishes the vacuum conflict matrix of the wind tunnel, uses the vacuum conflict matrix to determine the conflict between any two wind tunnels applying for vacuum resources. And then determine the vacuum resource demand conflicts among all wind tunnels applying for vacuum resources in the wind tunnel group, aiming to solve the technical problems of low detection efficiency and low accuracy in the existing technology for further realization the collaborative scheduling of multiple resources lays the foundation.
{"title":"A Method for Detecting the Conflict of Wind Tunnel Group Vacuum Power Resources","authors":"Changjun Luo, Yongyi Ma, Xiaofei Wang, Fu He","doi":"10.1145/3520084.3520113","DOIUrl":"https://doi.org/10.1145/3520084.3520113","url":null,"abstract":"This paper proposes a method for detecting the conflict of vacuum power resources in wind tunnels. It quantifies the demand for vacuum resources in wind tunnels, establishes the vacuum conflict matrix of the wind tunnel, uses the vacuum conflict matrix to determine the conflict between any two wind tunnels applying for vacuum resources. And then determine the vacuum resource demand conflicts among all wind tunnels applying for vacuum resources in the wind tunnel group, aiming to solve the technical problems of low detection efficiency and low accuracy in the existing technology for further realization the collaborative scheduling of multiple resources lays the foundation.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126931105","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}
P. Netinant, Wiphoosana Malawittaya, Meennapa Rukhiran
Due to the global pandemic of Coronavirus 2019 disease (COVID-19), which began in late 2019, the world has changed and forced all human life to adapt by living in new forms, isolated from the community for both works and learning from their residences. COVID-19 disease undoubtedly has had an impact on the transportation ecosystem. Food, groceries, and even medications are delivered directly from restaurants to customers by deliverers, who can cause exposure and easily infect. Delivery solutions have been proposed and solved through the application of Internet of Things (IoT) knowledge to reduce customer-deliverer exposure. The Internet of Things concept can assist us in developing a mobility object or simulated car that operates without human intervention. The vehicle is programmed to run parallel to the surface of a continuous line, which is referred to as line following. Calibration of the line follower sensor is required to achieve a higher effective tracking accuracy under various conditions, such as line width or rough surface. This research examines and compares how the simulated car behaves when run on various linewidths in preparation for future application and development.
{"title":"Evaluations of Effective on 5-CH Line Follower Sensor with IoT Simulating Car","authors":"P. Netinant, Wiphoosana Malawittaya, Meennapa Rukhiran","doi":"10.1145/3520084.3520116","DOIUrl":"https://doi.org/10.1145/3520084.3520116","url":null,"abstract":"Due to the global pandemic of Coronavirus 2019 disease (COVID-19), which began in late 2019, the world has changed and forced all human life to adapt by living in new forms, isolated from the community for both works and learning from their residences. COVID-19 disease undoubtedly has had an impact on the transportation ecosystem. Food, groceries, and even medications are delivered directly from restaurants to customers by deliverers, who can cause exposure and easily infect. Delivery solutions have been proposed and solved through the application of Internet of Things (IoT) knowledge to reduce customer-deliverer exposure. The Internet of Things concept can assist us in developing a mobility object or simulated car that operates without human intervention. The vehicle is programmed to run parallel to the surface of a continuous line, which is referred to as line following. Calibration of the line follower sensor is required to achieve a higher effective tracking accuracy under various conditions, such as line width or rough surface. This research examines and compares how the simulated car behaves when run on various linewidths in preparation for future application and development.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122146993","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}
Using unevaluated obfuscation methods has a significant risk since the methods might have some vulnerabilities. One evaluation for obfuscation is de-obfuscation which discloses the hidden information by the obfuscation. This paper proposed the de-obfuscation method against for DNR (dynamic name resolution) obfuscation method. DNR hides system-defined names by encrypting them and resolves names dynamically during runtime. This paper clarifies the steps of de-obfuscation and proposes static and dynamic manners to de-obfuscate DNR. Through the case study, two ways both succeed in disclosing the hidden information of DNR.
{"title":"Overcoming the obfuscation method of the dynamic name resolution","authors":"Naruaki Otsuki, Haruaki Tamada","doi":"10.1145/3520084.3520103","DOIUrl":"https://doi.org/10.1145/3520084.3520103","url":null,"abstract":"Using unevaluated obfuscation methods has a significant risk since the methods might have some vulnerabilities. One evaluation for obfuscation is de-obfuscation which discloses the hidden information by the obfuscation. This paper proposed the de-obfuscation method against for DNR (dynamic name resolution) obfuscation method. DNR hides system-defined names by encrypting them and resolves names dynamically during runtime. This paper clarifies the steps of de-obfuscation and proposes static and dynamic manners to de-obfuscate DNR. Through the case study, two ways both succeed in disclosing the hidden information of DNR.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127043355","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}
At present, most multicast communication constellation systems use single track constellation. Most use geostationary orbit satellites (GEO satellites). As a result, the coverage performance of the constellation is limited in the north and south poles and high latitudes. To solve this problem, this paper considers the design of multicast constellation from the perspective of hybrid constellation design, and adopts satellites with different orbital types to form the constellation, which complement each other's advantages. At the same time, not only the coverage characteristics of the constellation are considered, but also the combined network coding is used to optimize the configuration of the constellation design. In this paper, a hybrid constellation of 3 GEO plus 6 IGSO satellites is designed, and the coverage performance of the constellation is analyzed. The simulation results show that the proposed method can meet the global seamless coverage with fewer satellites, and can only rely on domestic customs stations to transmit information to the ground.
{"title":"Multicast Service Oriented Constellation Design Based on Multi-Objective Optimization","authors":"Wei Zhang, Taojing Wu, Hong Ma, Chao Li","doi":"10.1145/3520084.3520098","DOIUrl":"https://doi.org/10.1145/3520084.3520098","url":null,"abstract":"At present, most multicast communication constellation systems use single track constellation. Most use geostationary orbit satellites (GEO satellites). As a result, the coverage performance of the constellation is limited in the north and south poles and high latitudes. To solve this problem, this paper considers the design of multicast constellation from the perspective of hybrid constellation design, and adopts satellites with different orbital types to form the constellation, which complement each other's advantages. At the same time, not only the coverage characteristics of the constellation are considered, but also the combined network coding is used to optimize the configuration of the constellation design. In this paper, a hybrid constellation of 3 GEO plus 6 IGSO satellites is designed, and the coverage performance of the constellation is analyzed. The simulation results show that the proposed method can meet the global seamless coverage with fewer satellites, and can only rely on domestic customs stations to transmit information to the ground.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121931399","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}
ABSTRACT. As we all know, most video games are developed using the well-known Scrum framework as the core approach for managing the project. Indeed, Scrum is an effective value-driven approach allowing adjustments based on regular and repeated feedback. Nowadays, in the video games industry, it is frequent to see virtual teams, with fragmented groups of people, working remotely from multiple sites. However, the Scrum framework is not designed to fits the needs of a fragmented multi-site team. Scrum was designed for small teams where all members are supposed to work together on the same location, having frequent face-to-face contacts in, ideally, the same open space. When applied on a virtual team, the Scrum framework is less effective because it does not offer sufficient tools and artefacts for addressing the specific problems emerging from the virtual context, such as the communication problem, the isolation of people of the groups, the challenge of keeping transparency, etc. We propose, in this paper, a comprehensive extension of the Scrum framework allowing to alleviate some of these issues. We also present the results of a first experiment with two virtual teams developing video games.
{"title":"Adapting the Scrum Framework to the Needs of Virtual Teams of Game Developers with Multi-site Members","authors":"Levika Herve Nankap, Bruno Bouchard, Gilles Imbeau, Fábio Petrillo, Yannick Francillette","doi":"10.1145/3520084.3520088","DOIUrl":"https://doi.org/10.1145/3520084.3520088","url":null,"abstract":"ABSTRACT. As we all know, most video games are developed using the well-known Scrum framework as the core approach for managing the project. Indeed, Scrum is an effective value-driven approach allowing adjustments based on regular and repeated feedback. Nowadays, in the video games industry, it is frequent to see virtual teams, with fragmented groups of people, working remotely from multiple sites. However, the Scrum framework is not designed to fits the needs of a fragmented multi-site team. Scrum was designed for small teams where all members are supposed to work together on the same location, having frequent face-to-face contacts in, ideally, the same open space. When applied on a virtual team, the Scrum framework is less effective because it does not offer sufficient tools and artefacts for addressing the specific problems emerging from the virtual context, such as the communication problem, the isolation of people of the groups, the challenge of keeping transparency, etc. We propose, in this paper, a comprehensive extension of the Scrum framework allowing to alleviate some of these issues. We also present the results of a first experiment with two virtual teams developing video games.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116615681","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}
Yohannes Kurniawan, Andri Tanuwijaya Hilman, Marco Nathanael Barus, Valdo Parlinggoman
The COVID-19 pandemic has hampered all human activities, both from the economic sector, entertainment and the most impactful, namely the health sector. This situation results in health facilities being unable to treat patients who have minor illnesses. The telemedicine application was created to handle patient complaints without having to meet directly with medical personnel. This research aims to find out whether telemedicine applications can be an alternative for patients to consult their health without having to meet with medical personnel. The method used in this research is to use a quantitative approach by collecting data with a questionnaire using Google Forms and distributing it through social media. The results obtained are that users are satisfied and helped by the presence of the telemedicine application as an alternative to health consultations. Although most of the reasons for using it are just to read Health articles, users still recommend telemedicine applications in the future.
{"title":"Analyzing the Use of Telemedicine as Health Consultation due to COVID-19 Pandemic in Indonesia Context","authors":"Yohannes Kurniawan, Andri Tanuwijaya Hilman, Marco Nathanael Barus, Valdo Parlinggoman","doi":"10.1145/3520084.3520123","DOIUrl":"https://doi.org/10.1145/3520084.3520123","url":null,"abstract":"The COVID-19 pandemic has hampered all human activities, both from the economic sector, entertainment and the most impactful, namely the health sector. This situation results in health facilities being unable to treat patients who have minor illnesses. The telemedicine application was created to handle patient complaints without having to meet directly with medical personnel. This research aims to find out whether telemedicine applications can be an alternative for patients to consult their health without having to meet with medical personnel. The method used in this research is to use a quantitative approach by collecting data with a questionnaire using Google Forms and distributing it through social media. The results obtained are that users are satisfied and helped by the presence of the telemedicine application as an alternative to health consultations. Although most of the reasons for using it are just to read Health articles, users still recommend telemedicine applications in the future.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124460698","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}
The brain computer interface (BCI) is one of the technologies that has a lot of potential for helping people with physiological and physical difficulties. This technology could be used to treat disabled individuals or assist them with daily duties that they are unable to perform owing to their ailments. By fooling the brain to redirect the senses and discomfort, this could also help chronic pain patients forget about their pain. When a person is immersed in a virtual environment, this technology and Virtual Reality (VR) can both be used to teach patients or influence the brain. The users are immersed in a reality that does not exist, but the brain accepts it and allows them to experience things that are not yet possible for a human to do. By combining these two technologies to develop an application and conduct study into how these two technologies, for example, can assist patients suffering from pain in any region of their body. These strategies can aid recovery while also making the process less tedious than traditional ways. An interactive simulation that patients can engage with or a brain-controlled robot that can help patients will be effective and useful. This application also can be used to create a computer and mechanical interface which a user can control a machine or device with, or even a mouse pointer by only thinking about it. A paralyzed person might not be able to move his/her arm, but the signal from the brain is constantly sending to the arm from brain, allows them to control a mechanical arm instead. We can enable people with disabilities do things that are impossible for them to do by taking those signals and allowing a mechanical arm to do what an actual arm would do. The possibilities and application for these technologies are vast, brain to brain communication is nothing new to discuss, but it will be possible to create such a device that two people from two side of the planet can feel each other's feeling and communicate via their brain. In this research, we studied how we can utilize this system to manipulate the brain to help patients recover faster. Our focus in this study is development of BCI and VR applications that can be useful to help chronic patients and disable people. Furthermore, we studied how we could develop a gamified interactive environment for patients to aid in their recovery as they are enjoying their time interacting with these tools in a virtual world.
{"title":"A study of how Virtual Reality and Brain Computer Interface can manipulate the brain","authors":"Meisam Taheri, Diana Kalnikaite","doi":"10.1145/3520084.3520086","DOIUrl":"https://doi.org/10.1145/3520084.3520086","url":null,"abstract":"The brain computer interface (BCI) is one of the technologies that has a lot of potential for helping people with physiological and physical difficulties. This technology could be used to treat disabled individuals or assist them with daily duties that they are unable to perform owing to their ailments. By fooling the brain to redirect the senses and discomfort, this could also help chronic pain patients forget about their pain. When a person is immersed in a virtual environment, this technology and Virtual Reality (VR) can both be used to teach patients or influence the brain. The users are immersed in a reality that does not exist, but the brain accepts it and allows them to experience things that are not yet possible for a human to do. By combining these two technologies to develop an application and conduct study into how these two technologies, for example, can assist patients suffering from pain in any region of their body. These strategies can aid recovery while also making the process less tedious than traditional ways. An interactive simulation that patients can engage with or a brain-controlled robot that can help patients will be effective and useful. This application also can be used to create a computer and mechanical interface which a user can control a machine or device with, or even a mouse pointer by only thinking about it. A paralyzed person might not be able to move his/her arm, but the signal from the brain is constantly sending to the arm from brain, allows them to control a mechanical arm instead. We can enable people with disabilities do things that are impossible for them to do by taking those signals and allowing a mechanical arm to do what an actual arm would do. The possibilities and application for these technologies are vast, brain to brain communication is nothing new to discuss, but it will be possible to create such a device that two people from two side of the planet can feel each other's feeling and communicate via their brain. In this research, we studied how we can utilize this system to manipulate the brain to help patients recover faster. Our focus in this study is development of BCI and VR applications that can be useful to help chronic patients and disable people. Furthermore, we studied how we could develop a gamified interactive environment for patients to aid in their recovery as they are enjoying their time interacting with these tools in a virtual world.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"221 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131988122","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}
Blockchain technology and related frameworks have recently received extensive attention. Blockchain systems use multi-party consensus protocols to reach agreements on transactions. Hyperledger Fabric framework exposes a multi-party consensus, based on endorsement policy protocol, to reach a consensus on a transaction. In this paper, we define the problem of verification of a blockchain multi-party consensus with probabilistic properties. Further, we propose a verification technique of endorsement policies using statistical model checking and hypothesis testing. We analyze several aspects of the policies, including the ability to assign weights to organizations and the refusal probabilities of organizations. We demonstrate on experiments the work of our verification technique and how one can use experimental results to make the model satisfiable the specification. One can use our technique to design enterprise applications with the Hyperledger Fabric framework.
{"title":"Towards verification of probabilistic multi-party consensus protocols: Constructing algorithms for verification of multi-party protocols with probabilistic properties","authors":"I. Fedotov, A. Khritankov, Artem Barger","doi":"10.1145/3520084.3520100","DOIUrl":"https://doi.org/10.1145/3520084.3520100","url":null,"abstract":"Blockchain technology and related frameworks have recently received extensive attention. Blockchain systems use multi-party consensus protocols to reach agreements on transactions. Hyperledger Fabric framework exposes a multi-party consensus, based on endorsement policy protocol, to reach a consensus on a transaction. In this paper, we define the problem of verification of a blockchain multi-party consensus with probabilistic properties. Further, we propose a verification technique of endorsement policies using statistical model checking and hypothesis testing. We analyze several aspects of the policies, including the ability to assign weights to organizations and the refusal probabilities of organizations. We demonstrate on experiments the work of our verification technique and how one can use experimental results to make the model satisfiable the specification. One can use our technique to design enterprise applications with the Hyperledger Fabric framework.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124920023","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}
Andrei James Agbuya, Risty Acerado, Roselia Morco, Ricaela Glipo, Alliah Clara Santos
The Philippines is one of the countries where the coronavirus has spread. The virus has infected almost every Filipino individual; coronavirus affects people of all ages, from children to adults, and as a result, recovery rate is unknown. This research aims to develop a predictive model using random forest algorithms to predict the high and low recovery rate by age. Based on the descriptive analysis of the data set, the age range of 20 to 29 has a 99.3 percent recovery rate compared to other age groups. The Random Forest Predictive Model was able to predict the high recovery rate with an accuracy rate of 93%.
{"title":"Predictive Analytics for the Coronavirus Recovery Rate in the Philippines","authors":"Andrei James Agbuya, Risty Acerado, Roselia Morco, Ricaela Glipo, Alliah Clara Santos","doi":"10.1145/3520084.3520115","DOIUrl":"https://doi.org/10.1145/3520084.3520115","url":null,"abstract":"The Philippines is one of the countries where the coronavirus has spread. The virus has infected almost every Filipino individual; coronavirus affects people of all ages, from children to adults, and as a result, recovery rate is unknown. This research aims to develop a predictive model using random forest algorithms to predict the high and low recovery rate by age. Based on the descriptive analysis of the data set, the age range of 20 to 29 has a 99.3 percent recovery rate compared to other age groups. The Random Forest Predictive Model was able to predict the high recovery rate with an accuracy rate of 93%.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125336315","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}