The rate of carbon emissions has skyrocketed over the past centuries. An estimated 34.81 billion ... more The rate of carbon emissions has skyrocketed over the past centuries. An estimated 34.81 billion metric tons of CO2 have been released into the atmosphere between 2010 and 2020. The transportation industry is responsible for roughly 27% of carbon emissions. Thus, we propose a system to reduce carbon emissions by the transportation industry. The proposed system comprises hardware that measures the amount of carbon emitted by the vehicle and rewards the vehicle's owner with tokens and the data of the vehicle's total emission and the user's responsibility towards the environment gets handed to the blockchain accordingly as they will be tacked with the incentives, so that can be utilized in gas stations, car washes, or car spare parts shops. The driver or owner must purchase insurance in order to take part in this initiative. It gives the support hand to the drivers.
Every person who sends a transaction on a blockchain must pay a certain amount of gas fees. For u... more Every person who sends a transaction on a blockchain must pay a certain amount of gas fees. For users without prior crypto experience who are not accustomed to the idea of needing to keep crypto in their wallet for gas, this can be a significant barrier. Existing users who must constantly top off their balance to cover gas costs, even when they have enough tokens in their wallet to cover the necessary transactions, experience this as a UX annoyance. Gas Station Network (GSN) aids in resolving this problem. The Gas Station Network (GSN) reduces user experience (UX) friction for DApps by abstracting the gas payment procedure away from end users. However, In the existing Ethereum Gas station Network a separate server must be required to run the node in any DApps. This approach focuses on developing Gas Station Networks (GSN) for significant blockchains and offering them as a service. As a result, users are able to connect to the GSN relayer in only one click. This greatly aids in supporting the DeFi ecosystem and allows us to make money via subscription.
The IQ of the students changes drastically in the dependence on the work they do. The thought pro... more The IQ of the students changes drastically in the dependence on the work they do. The thought process, conscious mind, and present state of endurance completely depend on what work they inhale. The ethics of neural functionalities outperforms significantly when the brain attaches to the games, as same as that the neural functionalities perform low when it comes to the interaction with studies or learning skills unless it opts with a good interest then the chart changes. This can be solved by integrating the game field when it comes to education or learning. This research is performed on the Python Language, which we make to be injected in the form of the game. The Games do have the integration emergence of the player due to the real characters with a great story mode that indulges the player and with the story continuation gets the learning and the explanations held with the story. Here the information on the user's interactions and the user's neural performance will be recorded and stored in the blockchain. The data which is gathered by the different users will be accredited in a single chain. Those data will be fetched by MLE (Maximum Likelihood Estimation). This ML will consider all the data which is stored in the blockchain and it will analyze the neural performance of individual users, which will make track of efficient learning indulgence for every end user. This makes a new opening for (Play To Learn) PTL or (Learn To Earn) LTE. Where both sides it's a win situation for the leaning. Here the MLE also tracks the scores and it will be recorded for the user's earn ratio. This creates a great way of immersive education with maximum concentration.
Journal of Anesthesia, Analgesia and Critical Care, 2023
Unlike traditional video games developed solely for entertainment purposes, game-based learning e... more Unlike traditional video games developed solely for entertainment purposes, game-based learning employs intentionally crafted approaches that seamlessly merge entertainment and educational content, resulting in captivating and effective learning encounters. These pedagogical methods include serious video games and gamification. Serious games are video games utilized as tools for acquiring crucial (serious) knowledge and skills. On the other hand, gamification requires integrating gaming elements (game mechanics) such as points, leaderboards, missions, levels, rewards, and more, into a context that may not be associated with video gaming activities. They can be dynamically (game dynamics) combined developing various strategic approaches. Operatively, gamification adopts simulation elements and leverages the interactive nature of gaming to teach players specific skills, convey knowledge, or address real-world issues. External incentives stimulate internal motivation. Therefore, these techniques place the learners in the central role, allowing them to actively construct knowledge through firsthand experiences. Anesthesia, pain medicine, and critical care demand a delicate interplay of technical competence and non-technical proficiencies. Gamification techniques can offer advantages to both domains. Game-based modalities provide a dynamic, interactive, and highly effective opportunity to learn, practice, and improve both technical and nontechnical skills, enriching the overall proficiency of anesthesia professionals. These properties are crucial in a discipline where personal skills, human factors, and the influence of stressors significantly impact daily work activities. Furthermore, gamification can also be embraced for patient education to enhance comfort and compliance, particularly within pediatric settings (game-based distraction), and in pain medicine through stress management techniques. On these bases, the creation of effective gamification tools for anesthesiologists can present a formidable opportunity for users and developers. This narrative review comprehensively examines the intricate aspects of gamification and its potentially transformative influence on the fields of anesthesiology. It delves into theoretical frameworks, potential advantages in education and training, integration with artificial intelligence systems and immersive techniques, and also addresses the challenges that could arise within these contexts.
The rate of carbon emissions has skyrocketed over the past centuries. An estimated 34.81 billion ... more The rate of carbon emissions has skyrocketed over the past centuries. An estimated 34.81 billion metric tons of CO2 have been released into the atmosphere between 2010 and 2020. The transportation industry is responsible for roughly 27% of carbon emissions. Thus, we propose a system to reduce carbon emissions by the transportation industry. The proposed system comprises hardware that measures the amount of carbon emitted by the vehicle and rewards the vehicle's owner with tokens and the data of the vehicle's total emission and the user's responsibility towards the environment gets handed to the blockchain accordingly as they will be tacked with the incentives, so that can be utilized in gas stations, car washes, or car spare parts shops. The driver or owner must purchase insurance in order to take part in this initiative. It gives the support hand to the drivers.
Every person who sends a transaction on a blockchain must pay a certain amount of gas fees. For u... more Every person who sends a transaction on a blockchain must pay a certain amount of gas fees. For users without prior crypto experience who are not accustomed to the idea of needing to keep crypto in their wallet for gas, this can be a significant barrier. Existing users who must constantly top off their balance to cover gas costs, even when they have enough tokens in their wallet to cover the necessary transactions, experience this as a UX annoyance. Gas Station Network (GSN) aids in resolving this problem. The Gas Station Network (GSN) reduces user experience (UX) friction for DApps by abstracting the gas payment procedure away from end users. However, In the existing Ethereum Gas station Network a separate server must be required to run the node in any DApps. This approach focuses on developing Gas Station Networks (GSN) for significant blockchains and offering them as a service. As a result, users are able to connect to the GSN relayer in only one click. This greatly aids in supporting the DeFi ecosystem and allows us to make money via subscription.
The IQ of the students changes drastically in the dependence on the work they do. The thought pro... more The IQ of the students changes drastically in the dependence on the work they do. The thought process, conscious mind, and present state of endurance completely depend on what work they inhale. The ethics of neural functionalities outperforms significantly when the brain attaches to the games, as same as that the neural functionalities perform low when it comes to the interaction with studies or learning skills unless it opts with a good interest then the chart changes. This can be solved by integrating the game field when it comes to education or learning. This research is performed on the Python Language, which we make to be injected in the form of the game. The Games do have the integration emergence of the player due to the real characters with a great story mode that indulges the player and with the story continuation gets the learning and the explanations held with the story. Here the information on the user's interactions and the user's neural performance will be recorded and stored in the blockchain. The data which is gathered by the different users will be accredited in a single chain. Those data will be fetched by MLE (Maximum Likelihood Estimation). This ML will consider all the data which is stored in the blockchain and it will analyze the neural performance of individual users, which will make track of efficient learning indulgence for every end user. This makes a new opening for (Play To Learn) PTL or (Learn To Earn) LTE. Where both sides it's a win situation for the leaning. Here the MLE also tracks the scores and it will be recorded for the user's earn ratio. This creates a great way of immersive education with maximum concentration.
Journal of Anesthesia, Analgesia and Critical Care, 2023
Unlike traditional video games developed solely for entertainment purposes, game-based learning e... more Unlike traditional video games developed solely for entertainment purposes, game-based learning employs intentionally crafted approaches that seamlessly merge entertainment and educational content, resulting in captivating and effective learning encounters. These pedagogical methods include serious video games and gamification. Serious games are video games utilized as tools for acquiring crucial (serious) knowledge and skills. On the other hand, gamification requires integrating gaming elements (game mechanics) such as points, leaderboards, missions, levels, rewards, and more, into a context that may not be associated with video gaming activities. They can be dynamically (game dynamics) combined developing various strategic approaches. Operatively, gamification adopts simulation elements and leverages the interactive nature of gaming to teach players specific skills, convey knowledge, or address real-world issues. External incentives stimulate internal motivation. Therefore, these techniques place the learners in the central role, allowing them to actively construct knowledge through firsthand experiences. Anesthesia, pain medicine, and critical care demand a delicate interplay of technical competence and non-technical proficiencies. Gamification techniques can offer advantages to both domains. Game-based modalities provide a dynamic, interactive, and highly effective opportunity to learn, practice, and improve both technical and nontechnical skills, enriching the overall proficiency of anesthesia professionals. These properties are crucial in a discipline where personal skills, human factors, and the influence of stressors significantly impact daily work activities. Furthermore, gamification can also be embraced for patient education to enhance comfort and compliance, particularly within pediatric settings (game-based distraction), and in pain medicine through stress management techniques. On these bases, the creation of effective gamification tools for anesthesiologists can present a formidable opportunity for users and developers. This narrative review comprehensively examines the intricate aspects of gamification and its potentially transformative influence on the fields of anesthesiology. It delves into theoretical frameworks, potential advantages in education and training, integration with artificial intelligence systems and immersive techniques, and also addresses the challenges that could arise within these contexts.
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