Table of contents : Cover Half Title Title Page Copyright Page Table of Contents Editors List of Contributors 1 Facial Recognition Using Principal Component Analysis 1.1 Introduction 1.2 Traditional Face Recognition Systems 1.3 Disadvantages of Traditional Facial Recognition Systems 1.4 Facial Recognition Using Principal Component Analysis 1.5 Principal Component Analysis 1.6 Methodology 1.6.1 Calculation of Eigenfaces Using PCA 1.6.1.1 Step 1: Standardization 1.6.1.2 Step 2: Covariance Matrix Computation 1.6.1.3 Step 3: Compute the Eigenvectors and Eigenvalues of the Covariance Matrix 1.6.1.4 Step 4: Selection of Principal Components 1.7 Result and Analysis 1.7.1 Evaluation Parameters 1.8 Conclusion Bibliography 2 A Systematic Exploration of Blockchain-Based Healthcare Systems 2.1 Introduction 2.2 Overview of Blockchain 2.3 The Need for Blockchain in Healthcare 2.3.1 Blockchain in Health 2.3.2 Features of Blockchain for the Healthcare Domain 2.3.2.1 Drug Traceability 2.4 Clinical Trials 2.5 Drug/Pharmaceutical Supply Chain 2.6 Biomedical Research and Education 2.6.1 Remote Patient Monitoring (RPM) 2.6.2 Health Insurance Claims 2.6.3 Health Data Analytics (HDA) 2.7 Case Study 2.8 Research Methodology 2.8.1 Findings From Earlier Papers 2.8.2 Conclusions 2.8.3 Challenges and Limitations of Blockchain-Based Applications 3 Smart Parking for Smart Drivers Using QR Codes 3.1 Introduction 3.2 Background Study 3.3 Methodology 3.3.1 UCD Process Model 3.3.2 Prototype Development 3.3.3 Usability Evaluation 3.3.3.1 Effectiveness 3.3.3.2 Efficiency 3.3.3.3 Satisfaction 3.3.3.4 Proposed Model 3.4 Data Collection and Evaluation 3.4.1 Sampling 3.4.2 Defined Tasks 3.5 Experimentation 3.5.1 Selection of Prototype Interface 3.5.2 Sample Size 3.5.3 Allocated Tasks 3.6 Usability Evaluation 3.6.1 Effectiveness 3.6.2 Efficiency 3.6.3 Satisfaction 3.7 Results and Discussion 3.8 Conclusion and Future Work References 4 Impact of Gamification in Children’s Health Awareness 4.1 Introduction 4.1.1 Games Promote Medical Education 4.1.2 Human–Computer Interaction (HCI) and Computer Games 4.1.3 Gaming Impacts On Children’s Progress 4.1.4 Good Effects of Video Games On Children’s Health 4.1.4.1 Examples 4.1.5 Types of Health Awareness Games for Children 4.1.5.1 Serious Games 4.1.5.2 Arcade Games 4.1.5.3 Diabetes Prevention Video Games 4.1.5.4 Obesity Awareness Games 4.1.5.5 Mental Therapy Games 4.1.5.6 Oral Health Awareness Games 4.1.5.7 Smoking Prevention Games 4.1.6 Problem Statement 4.1.7 Objectives 4.2 Background Study 4.3 Methodology 4.3.1 Research Gap 4.3.2 Significance of the Study 4.3.3 Problem Statement 4.3.4 Scope of Study 4.3.5 Objectives 4.3.6 Proposed Model 4.3.7 UCD Model 4.4 Results and Discussion 4.4.1 Personal Information 4.4.1.1 Age and Gender 4.4.2 General Information 4.4.3 Awareness Level in Children Regarding Oral Hygiene 4.5 Conclusion References 5 Road Lane Detection System 5.1 Introduction 5.2 Literature Review (Figure 5.1) 5.2.1 Lane Detection 5.2.1.1 Edge Detection 5.2.1.2 Hough Line Transformation 5.3 Requirement and Analysis 5.4 Design and Implementation 5.4.1 Algorithm 5.4.1.1 Step 1–Parsing Video to Frames 5.4.1.2 Step 2–Applying Yellow Mask 5.4.1.3 Step 3–Conversion of Actual Frame (Colored) to Gray Scaled Image 5.4.1.4 Step 4–Edge Detection (Canny Edge Detector) 5.4.1.5 Step 5–Extracting the Region of Interest 5.4.1.6 Step 6–Creating Hough Lines 5.4.1.7 Step 7–Removing Unnecessary Hough Lines 5.4.1.8 Step 8–Line Fitting 5.4.2 Android App 5.4.2.1 Home Screen/UI 5.4.2.2 Menu View 5.4.2.3 Terms and Conditions View 5.4.2.4 Privacy Policy View 5.4.2.5 Help View 5.4.2.6 Exit Button 5.5 Results and Discussion 5.6 Conclusion 5.7 Future Work Recommendations 5.7.1 Navigation 5.7.2 GPS 5.7.3 IMU References 6 Stock Price Prediction Using Artificial Intelligence Based On LSTM–Deep Learning Model 6.1 Introduction 6.2 Problem Statement 6.3 Methodology 6.4 Deep Learning Model 6.5 Implementation 6.6 Performance Results 6.7 Conclusion Bibliography 7 Blockchain in Healthcare 7.1 Introduction 7.2 Proposed Methodology 7.2.1 Logistic Regression 7.2.1.2 Mapping From 2D to 3D 7.3 NaÏve Bayes 7.4 Random Forest 7.4.1 Assumptions for Random Forest 7.4.2 Working of Random Forest 7.5 K Nearest Neighbor (KNN) 7.6 XG Boost 7.7 Blockchain 7.7.1 How Blockchain Works 7.8 Blockchain in Healthcare 7.9 Results and Comparison 7.10 Confusion Matrix 7.11 Conclusion 8 A Study On the Role of Electroencephalogram in Cyber Physical System and Security 8.1 Introduction 8.2 Introduction to Electroencephalography 8.2.1 Brain Regions 8.2.1.1 Occipital Cortex 8.2.1.2 Parietal Cortex 8.2.1.3 Temporal Cortex 8.2.1.4 Frontal Cortex 8.2.2 Brainwave Frequency Range 8.2.2.1 Delta (1–4 Hz) 8.2.2.2 Theta (4–7 Hz) 8.2.2.3 Alpha (7–12 Hz) 8.2.2.4 Beta (12–30 Hz) 8.2.2.5 Gamma (>30 Hz, Typically 40 Hz) 8.2.3 Types of Electrodes 8.2.3.1 Metal Plate Electrode 8.2.3.2 Metal Disk Electrode 8.2.3.3 Suction Electrode 8.2.3.4 Floating Electrode 8.2.3.5 Flexible Electrode 8.3 Literature Survey 8.4 Application Areas 8.4.1 Healthcare 8.4.2 Education System 8.4.3 Transportation 8.4.4 Security and Authentication 8.5 Design Methodologies 8.5.1 Physical Process System 8.5.2 Cyber Feedback Loop Control Scheme 8.5.2.1 Actuation and Monitoring Infrastructure Level 8.5.2.2 Network Communication Infrastructure Level 8.5.2.3 Distributed Control and Computation Unit Infrastructure Layer 8.5.2.4 Human in Loop 8.6 Conclusion References 9 Sentimental Analysis of Social Context Using Integration of PSO-Cuckoo Optimization and SVM Classifier 9.1 Introduction 9.2 Sentiment Analysis Methods Used in Social Media 9.3 Machine Learning Approach for Sentimental Analysis 9.4 Literature Review 9.5 Proposed Methodology 9.5.1 Data Collection 9.5.2 Pre-Processing 9.5.3 Feature Extraction 9.5.4 Feature Selection and Meta Learning Classification 9.5.4.1 SVM With Hybrid Optimization 9.6 Experimental Results 9.7 Comparative Analysis 9.7.1 Precision 9.7.2 Recall 9.7.3 F-Measure 9.7.4 Accuracy 9.8 Sentimental Analysis: New Pathway 9.9 Application 9.10 Conclusion References 10 Cyber Security: Analysis for Detection and Removal of Zero-Day Attacks (ZDA) 10.1 Introduction 10.1.1 Modern Malware 10.1.2 Email-Borne Threats 10.1.3 Spear Phishing Attacks 10.1.4 Targeted Malware 10.1.5 File Server Malware 10.1.6 Conventional Security 10.2 Background 10.2.1 Statistical-Based Defense Technique 10.2.2 Signature-Based Defense Technique 10.2.3 Behavior-Based Defense Technique 10.2.4 Hybrid-Based Defense Technique 10.3 Literature Review 10.3.1 Significance 10.3.2 Objectives 10.3.3 Questions Arise 10.4 Experimentation With a Virtualization-Based Approach 10.4.1 Web-Based Malware Detector 10.4.2 Virtual Execution Engine (VEE) 10.4.3 Static Analysis 10.4.4 Behavioral Analysis 10.4.5 Working Analysis 10.5 Results and Analysis 10.5.1 Scenario I: Web Malware Graph for 24 Hours 10.5.2 Scenario II: Web Malware Graph for Two Weeks 10.5.3 Analysis 10.6 Proposed Model 10.7 Conclusion References 11 Addressing Gestures for One-Handed Mobile Interaction Techniques 11.1 Introduction 11.1.1 One-Handed Mobile Interaction Techniques 11.2 Types of One-Handed Mobile Interaction Techniques 11.2.1 Launch Tile and Applens Techniques 11.2.2 MagStick and Tap-Tap Techniques 11.2.3 Thumb Space Technique 11.2.4 Types of Thumb Space 11.2.5 Eight Targets Technique 11.2.7 Challenges and Issues 11.2.8 Aims and Objectives 11.3 Problem Statement 11.3.1 Research Questions 11.4 Literature Review 11.4.1 Input Gestures On Mobile 11.4.2 Touch Inputs On the Whole Touch-Based Device Surface 11.4.3 Convenient Accessibility in a One-Handed Mobile System 11.4.4 User Defined Signs and Their Involvement 11.4.5 Body of Design of a Touch Mobile System Mobile 11.4.6 Buttons, Icons and Quick Switch Systems 11.4.7 Model Design Compatibility With Hand Usage 11.4.8 Implemented Features in Consequential Gestures 11.5 Experimentation 11.5.1 Scope of the Research 11.5.2 Field Study Observation Method 11.5.3 Survey Method: Another Research Method 11.6 Results and Discussion 11.6.1 Research Method 11.6.1.1 Subject Selection 11.6.1.2 Data Analysis 11.6.1.3 Performance Analysis 11.6.2 Retrospect and Prospect 11.6.3 Field Study Results 11.7 Conclusion and Future Work References 12 Trust Management in Smart Cities Using Blockchain Technology 12.1 Introduction 12.2 History of Blockchain and IOT 12.3 Overview of Blockchain Technology 12.3.1 Ethereum Blockchain Architecture 12.4 Blockchain-Based Authentication and Trust Management Procedure for Smart City 12.4.1 Authorization Blockchain 12.4.2 Resource Servers 12.4.3 Resource Owners/Publishers 12.4.4 Key Servers 12.4.5 Simulation/Creation of Smart City 12.4.6 Integration of Smart City With Authorization Blockchain 12.4.6.1 Integration of Smart City With Authorization Blockchain 12.4.6.2 Migrations 12.4.6.3 Access Control for Blockchain at Application/Browser Level (Metamask) 12.4.6.4 Data Fetching From Smart Contract 12.4.7 User Application 12.4.8 Overall Workflow 12.5 Experimental Analysis and Discussion 12.5.1 Evaluation of Key Server and Resource Server 12.5.2 Smart City Resource Publishing and Controlling Through User Application 12.5.2.1 Publishing Resources 12.5.2.2 Accessing and Controlling Resources 12.5.3 Comparative Analysis of Techniques 12.5.4 Security Analysis 12.5.4.1 Formal Security Analysis 12.5.4.2 Informal Security Analysis 12.5.5 Technical Challenges and Limitations 12.6 Conclusions and Future Directions References