One of the leading forms of cancer is colorectal cancer (CRC), which is responsible for increasing mortality in young people. The aim of this paper is to provide an experimental modification of deep learning of Xception with Swish and assess the possibility of developing a preliminary colorectal polyp screening system by training the proposed model with a colorectal topogram dataset in two and three classes. The results indicate that the proposed model can enhance the original convolutional neural network model with evaluation classification performance by achieving accuracy of up to 98.99% for classifying into two classes and 91.48% for three classes. For testing of the model with another external image, the proposed method can also improve the prediction compared to the traditional method, with 99.63% accuracy for true prediction of two classes and 80.95% accuracy for true prediction of three classes.
Three-dimensional (3D) technology has attracted users’ attention because it creates objects that can interact with a given product in a system. Nowadays, Thailand’s government encourages sustainability projects through advertising, trade shows and information systems for small rural entrepreneurship. However, the government’s systems do not include virtual products with a 3D display. The objective of this study was four-fold: (1) develop a prototype of 3D handicraft product application for smartphones; (2) create an online questionnaire to collect user usage assessment data in terms of five sentiment levels—strongly negative, negative, neutral, positive and strongly positive—in response to the usage of the proposed 3D application; (3) evaluate users’ sentiment level in 3D handicraft product application usage; and (4) investigate attracting users’ attention to handicraft products after using the proposed 3D handicraft product application. The results indicate that 78.87% of participants’ sentiment was positive and strongly positive under accept using 3D handicraft product application, and evaluations in terms of assessing attention paid by participants to the handicraft products revealed that positive and strongly positive sentiment was described by 79.61% of participants. The participants’ evaluation results in this study prove that our proposed 3D handicraft product application affected users by attracting their attention towards handicraft products.
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