Automating sentiment analysis in texts has become an important task in recent years due to the exponential growth of user-generated content, including comments and opinions on products and services. This represents a valuable opportunity for businesses to glean insights into customer sentiment and, in turn, to refine their offerings. Motivated by this, the machine learning field has witnessed a surge of innovation, with an introduction of models and tools being introduced to streamline sentiment analysis. This paper offers a thorough review of the recent advancements in machine learning and deep learning approaches for text sentiment analysis. We propose a novel framework for studying these models, distinguishing them by their structural intricacies. Additionally, we delve into the challenges, prospects, and emerging directions in research, as illuminated by our framework. Consequently, this paper equips researchers with a detailed panorama of the cutting-edge machine learning methodologies for dissecting text sentiment, easing the way for future explorations in this vibrant field.
The significant decrease in agricultural land and the rapid development of hydroponic system technology have brought a huge challenge to farmers. This paper describes the NFT-I (Nutrient Film Technique based on IoT) hydroponic system, and it is a variant of traditional NFT and Floating Root (RF) systems. The system measures several parameters, such as temperature, water level, and acidity (pH). The system collects the information using sensors connected to Arduino microcontroller and Raspberry PI to store the collected data. The results show that this system can reduce the electricity consumption by 91.6%; on the other hand, it helps farmers to increase the effectivity and efficiency on monitoring and controlling NFT-I Hydroponic Farm. Finally, in these times of confinement due to coronavirus disease (COVID-19), in which the economy has decreased, and the needs are multiple, this NFT-I system could help people to create their vegetable growing system quickly and cheaply.
This paper presents the design and evaluation of a multisensory tangible game device aimed at promoting pre-Braille literacy in children with varying visual abilities, including those who are blind, partially sighted, and sighted. The prototype integrates tactile, auditory, and visual elements to provide an inclusive and engaging learning experience. The device combines educational content with game-based learning, allowing users to interact with Braille characters through touch while receiving auditory feedback and visual cues. A focus group evaluation was conducted to assess the prototype’s effectiveness, engagement, and educational value. Results indicated that the device successfully captured users’ attention, with 83% recognizing its potential as a valuable educational tool for teaching pre-Braille literacy, 92% of participants reporting high engagement, and 75% of participants agreeing with the serious game approach. Feedback also highlighted areas for improvement, including the need for clearer tactile differentiation and more adaptive learning features. This study demonstrates the potential of combining multisensory feedback and serious gaming to enhance literacy education in children with visual impairments and provides insights into the further development of inclusive educational technologies.
This article aims to improve the math learning process of the students in rural schools. For this purpose, a “Math-fraction” computer animation application was developed to use on the web and mobile technologies. The tool was designed using a visual approach to reinforce student's learning process acquired in classes. The tool was tested and validated by three usability user experts, thirty four students and four teachers of two rural schools in Apurímac-Perú. Three types of tests were performed, the first one was a server's performance test, the second one was using a user usability questionnaire and the last one was by user expert opinion questionnaire. The results of this research show that teachers and students agree that Math-fraction allows them to teach and learn math in a fun way and different from the other traditional methodologies that they knew.