Crowdsourcing has emerged as a new model for leveraging human knowledge and intelligence toward accomplishing tasks that are difficult to fulfill effectively with machines alone. However, owing to its open nature, quality control is a big challenge. Current crowdsourcing systems use one or two standard mechanisms for evaluation and quality control of a task, regardless of its type. In this paper, we propose a dynamic approach that exploits task-quality ontology to select the most suitable quality control mechanism (QCM) for a given task based on its type. The proposed approach has been enriched by a reputation engine that collects requesters' feedback on the performance of QCMs. Accordingly, QCMs and tasks were automatically matched using the underlying categorization structure of tasks on one side and the reputation scores of QCMs on the other side. Our experiments establish that our proposed dynamic approach yields better results compared to existing approaches.
Dental anxiety is a common health problem among children. It creates major issues for patients, parents, and dental professionals. Children who cancel or otherwise miss their dental appointments generally do so due to fear of the unknown and lack of understanding of what they can expect from the environment and treatment when they arrive there. Some distraction interventions are already used by dental professionals, such as using clown doctors, watching cartoons, and utilizing the tell–show–do (TSD) technique. Still, the problem is common, and the fail to attend (FTA) rates at clinics are high. Familiarizing children with the dental setting and procedures in advance may help to manage their anxiety. This paper aims to help in managing children’s dental anxiety in a simple, attractive, and age-appropriate way through the use of augmented reality (AR) and virtual reality (VR) technologies. The developed system is named “Dr. Barea”. It targets Arabic-speaking children aged from 7 to 10 years old. It uses model–view–control (MVC) as its architectural design pattern. The proposed solution consists of three main sections: a 360° VR video that simulates a dental clinic environment, an educational description on dental tools using AR technology, and interactive educational stories that educate children about dental hygiene. The system performance was evaluated using unit, integration, performance, and user acceptance testing. The results demonstrate that the proposed solution, which performed reasonably, achieved the usability requirements and was engaging for learning information about dental hygiene. A feasibility study with 16 children was conducted to evaluate the effectiveness of the proposed system. The Child Fear Survey Schedule—Dental Subscale (CFSS-DS) was used to measure children’s dental anxiety level. The T test was used to evaluate the differences between groups, and Fisher’s exact test was used to compare the distributions of gender and age between the groups. The CFSS-DS index in the VR group decreased after dental consultation (35.04 ± 9.14 before consultation and 32.32 ± 8.32 after consultation, p = 0.041). The implications of this study shall be beneficial to patients, parents, and dental professionals.
The selection of appropriate clothing to match one's daily life is an important ritual for individuals across the globe. But this can be a Herculean task, especially for the visually impaired. Together with the rise of the Internet of Things (IoT) paradigm and enabling technologies, solutions to improve the quality of life for visually impaired people have arisen. This paper proposes an IoT-based smart clothing system (EZwear) to enable visually impaired individuals to select and find appropriate clothing within their closets. The main underlying technical components in the solution are the use of an NFC (Near Field Communication) and a smartphone and its applications. By combining these technologies, we can transform a smartphone into an NFC reader that can provide sound information to the visually impaired user. The system enhances the ability of the visually impaired person to independently and comfortably manage their closets. The results show that the system performed reasonably and achieved the usability requirements.
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