Search results for: interactive television advertising
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1304

Search results for: interactive television advertising

674 A Study of Barriers and Challenges Associated with Agriculture E-commerce in Afghanistan

Authors: Khwaja Bahman Qaderi, Noorullah Rafiqee

Abstract:

Background: With today's increasing Internet users, e-commerce has become a viable model for strengthening relationships between sellers, entrepreneurs, and consumers due to its speed, efficiency, and cost reduction. Agriculture is the economic backbone for 80 percent of the Afghan population. According to MCIT statistics, there are currently around 10 million internet users in Afghanistan. With this data, it was expected that Afghan people should have utilized e-commerce in their agricultural aspects, although it appears to be less used. Objective: This study examines the scope of e-commerce in Afghanistan's agriculture enterprises, how they harness the potential of internet users, and what obstacles they face in implementing e-commerce in their businesses. Method: The study distributed a 39-question questionnaire to agribusinesses in five different zones of Afghanistan. After extracting the responses and excluding the incomplete questionnaires, 280 were included in the analysis step to perform a non-parametric sign test. Result: E-commerce in Afghanistan faces four major political, economic, Internet, and technological obstacles, and no company in the country has implemented e-commerce. In addition, e-commerce is still in its infancy among agricultural companies in the country. Internet use is still primarily limited to email and sharing product images on Facebook & Instagram for advertising purposes. There are no companies that conduct international transactions via the Internet. Conclusion: This study contributes to knowing the challenges and barriers that the agriculture e-commerce faces in Afghanistan to find the effective solutions to use the capacity of internet users in the country and increase the sales rate of agricultural products through the Internet.

Keywords: E-commerce, barriers and challenges, agriculture companies, Afghanistan

Procedia PDF Downloads 89
673 Learning the History of a Tuscan Village: A Serious Game Using Geolocation Augmented Reality

Authors: Irene Capecchi, Tommaso Borghini, Iacopo Bernetti

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An important tool for the enhancement of cultural sites is serious games (SG), i.e., games designed for educational purposes; SG is applied in cultural sites through trivia, puzzles, and mini-games for participation in interactive exhibitions, mobile applications, and simulations of past events. The combination of Augmented Reality (AR) and digital cultural content has also produced examples of cultural heritage recovery and revitalization around the world. Through AR, the user perceives the information of the visited place in a more real and interactive way. Another interesting technological development for the revitalization of cultural sites is the combination of AR and Global Positioning System (GPS), which integrated have the ability to enhance the user's perception of reality by providing historical and architectural information linked to specific locations organized on a route. To the author’s best knowledge, there are currently no applications that combine GPS AR and SG for cultural heritage revitalization. The present research focused on the development of an SG based on GPS and AR. The study area is the village of Caldana in Tuscany, Italy. Caldana is a fortified Renaissance village; the most important architectures are the walls, the church of San Biagio, the rectory, and the marquis' palace. The historical information is derived from extensive research by the Department of Architecture at the University of Florence. The storyboard of the SG is based on the history of the three characters who built the village: marquis Marcello Agostini, who was commissioned by Cosimo I de Medici, Grand Duke of Tuscany, to build the village, his son Ippolito and his architect Lorenzo Pomarelli. The three historical characters were modeled in 3D using the freeware MakeHuman and imported into Blender and Mixamo to associate a skeleton and blend shapes to have gestural animations and reproduce lip movement during speech. The Unity Rhubarb Lip Syncer plugin was used for the lip sync animation. The historical costumes were created by Marvelous Designer. The application was developed using the Unity 3D graphics and game engine. The AR+GPS Location plugin was used to position the 3D historical characters based on GPS coordinates. The ARFoundation library was used to display AR content. The SG is available in two versions: for children and adults. the children's version consists of finding a digital treasure consisting of valuable items and historical rarities. Players must find 9 village locations where 3D AR models of historical figures explaining the history of the village provide clues. To stimulate players, there are 3 levels of rewards for every 3 clues discovered. The rewards consist of AR masks for archaeologist, professor, and explorer. At the adult level, the SG consists of finding the 16 historical landmarks in the village, and learning historical and architectural information interactively and engagingly. The application is being tested on a sample of adults and children. Test subjects will be surveyed on a Likert scale to find out their perceptions of using the app and the learning experience between the guided tour and interaction with the app.

Keywords: augmented reality, cultural heritage, GPS, serious game

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672 A Virtual Reality Cybersecurity Training Knowledge-Based Ontology

Authors: Shaila Rana, Wasim Alhamdani

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Effective cybersecurity learning relies on an engaging, interactive, and entertaining activity that fosters positive learning outcomes. VR cybersecurity training may promote these aforementioned variables. However, a methodological approach and framework have not yet been created to allow trainers and educators to employ VR cybersecurity training methods to promote positive learning outcomes to the author’s best knowledge. Thus, this paper aims to create an approach that cybersecurity trainers can follow to create a VR cybersecurity training module. This methodology utilizes concepts from other cybersecurity training frameworks, such as NICE and CyTrONE. Other cybersecurity training frameworks do not incorporate the use of VR. VR training proposes unique challenges that cannot be addressed in current cybersecurity training frameworks. Subsequently, this ontology utilizes concepts unique to developing VR training to create a relevant methodology for creating VR cybersecurity training modules. The outcome of this research is to create a methodology that is relevant and useful for designing VR cybersecurity training modules.

Keywords: virtual reality cybersecurity training, VR cybersecurity training, traditional cybersecurity training, ontology

Procedia PDF Downloads 289
671 Bioethical Standards as a Tool for the Improvement of Human Relations Toward Health, Animals, and Plants: The Example of Three Croatian Mediterranean Local Communities

Authors: Toni Buterin, Robert Doričić

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Mainstream bioethics, narrowed down mainly to human medicine and research, can hardly be expected to efficiently face modern challenges related to environmental issues. Departing from the interpretation of "European Bioethics" as a discipline considering ethical duties not only toward fellow humans, but to all living beings, this paper presents the results of a study conducted in three communities in Croatian Northern Adriatic region, selected for their recent experience of ecological threats (Labin – thermo-electric power plant; Bakar – cokery), or representing a highly-valuable and vulnerable natural insular pocket (Mali Lošinj – health tourism, dolphin wildlife refuge, fragrant gardens programme, etc.). After targeted workshops and interviews had been organised in those communities, the results of the obtained insights were combined with experts' opinion and a list of around hundred “bioethical standards” was formed. "Bioethical standards" represent a set of principles and measures of the correct attitude of people towards their own health, animals, plants, and the eco-system as a whole. "Bioethical standards" charter might improve the level of local community environmental consciousness, and provide direct guidance for its sustainable development (including its tourism-advertising ace card). The present paper discusses the standards' potential benefits and some implementational risks.

Keywords: bioethical standards, croatia, European bioethics, local communities

Procedia PDF Downloads 151
670 Research on Greenway System Planning of Mountainous City: A Case Study of Chengkou County, Chongqing

Authors: Youping Huang, Yang Liu

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Mountainous cities have unique landscape relationship, topography and urban spatial pattern different from plain cities, which put forward different requirements for greenway system planning strategy. Taking the greenway planning of Chengkou County in Chongqing as an example, this paper discusses the greenway system planning strategy of mountainous cities based on urban and rural green space, urban landscape resources, human resources and other factors. Through multi-angle maintenance of landscape pattern, multi-objective integration of urban resources, multi-level construction of greenway network, and multi-interactive development control, the sustainable development of mountain city landscape resources is realized, the new urban ecology is constructed, and the quality of life of urban and rural residents is improved.

Keywords: greenway planning, mountain city, landscape pattern, cultural resources, chongqing

Procedia PDF Downloads 102
669 A Study of Islamic Stock Indices and Macroeconomic Variables

Authors: Mohammad Irfan

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The purpose of this paper is to investigate the relationship among the key macroeconomic variables and Islamic stock market in India. This study is based on the time series data of financial years 2009-2015 to explore the consistency of relationship between macroeconomic variables and Shariah Indices. The ADF (Augmented Dickey–Fuller Test Statistic) and PP (Phillips–Perron Test Statistic) tests are employed to check stationarity of the data. The study depicts the long run relationship between Shariah indices and macroeconomic variables by using the Johansen Co-integration test. BSE Shariah and Nifty Shariah have uni-direct Granger causality. The outcome of VECM is significantly confirming the applicability of best fitted model. Thus, Islamic stock indices are proficiently working for the development of Indian economy. It suggests that by keeping eyes on Islamic stock market which will be more interactive in the future with other macroeconomic variables.

Keywords: Indian Shariah Indices, macroeconomic variables, co-integration, Granger causality, vector error correction model (VECM)

Procedia PDF Downloads 279
668 User Guidance for Effective Query Interpretation in Natural Language Interfaces to Ontologies

Authors: Aliyu Isah Agaie, Masrah Azrifah Azmi Murad, Nurfadhlina Mohd Sharef, Aida Mustapha

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Natural Language Interfaces typically support a restricted language and also have scopes and limitations that naïve users are unaware of, resulting in errors when the users attempt to retrieve information from ontologies. To overcome this challenge, an auto-suggest feature is introduced into the querying process where users are guided through the querying process using interactive query construction system. Guiding users to formulate their queries, while providing them with an unconstrained (or almost unconstrained) way to query the ontology results in better interpretation of the query and ultimately lead to an effective search. The approach described in this paper is unobtrusive and subtly guides the users, so that they have a choice of either selecting from the suggestion list or typing in full. The user is not coerced into accepting system suggestions and can express himself using fragments or full sentences.

Keywords: auto-suggest, expressiveness, habitability, natural language interface, query interpretation, user guidance

Procedia PDF Downloads 474
667 Parallel Coordinates on a Spiral Surface for Visualizing High-Dimensional Data

Authors: Chris Suma, Yingcai Xiao

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This paper presents Parallel Coordinates on a Spiral Surface (PCoSS), a parallel coordinate based interactive visualization method for high-dimensional data, and a test implementation of the method. Plots generated by the test system are compared with those generated by XDAT, a software implementing traditional parallel coordinates. Traditional parallel coordinate plots can be cluttered when the number of data points is large or when the dimensionality of the data is high. PCoSS plots display multivariate data on a 3D spiral surface and allow users to see the whole picture of high-dimensional data with less cluttering. Taking advantage of the 3D display environment in PCoSS, users can further reduce cluttering by zooming into an axis of interest for a closer view or by moving vantage points and by reorienting the viewing angle to obtain a desired view of the plots.

Keywords: human computer interaction, parallel coordinates, spiral surface, visualization

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666 Efficient Recommendation System for Frequent and High Utility Itemsets over Incremental Datasets

Authors: J. K. Kavitha, D. Manjula, U. Kanimozhi

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Mining frequent and high utility item sets have gained much significance in the recent years. When the data arrives sporadically, incremental and interactive rule mining and utility mining approaches can be adopted to handle user’s dynamic environmental needs and avoid redundancies, using previous data structures, and mining results. The dependence on recommendation systems has exponentially risen since the advent of search engines. This paper proposes a model for building a recommendation system that suggests frequent and high utility item sets over dynamic datasets for a cluster based location prediction strategy to predict user’s trajectories using the Efficient Incremental Rule Mining (EIRM) algorithm and the Fast Update Utility Pattern Tree (FUUP) algorithm. Through comprehensive evaluations by experiments, this scheme has shown to deliver excellent performance.

Keywords: data sets, recommendation system, utility item sets, frequent item sets mining

Procedia PDF Downloads 293
665 Intercultural Competence in Teaching Mediation to Students of Legal English

Authors: Paulina Dwuznik

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For students of legal English, the skill of mediation is of special importance as it constitutes part of their everyday work. Developing the skill of mediation requires developing linguistic, communicative, textual, pragmatic, interactive, social, and intercultural competencies. The study conducted at the Open University of the University of Warsaw compared the results of a questionnaire concerning the needs of legal professionals relating to mediation tasks, which they perform at work with the analysis of the content of different legal English handbooks with special stress on the development of intercultural competence necessary in interlinguistic mediation. The study found that legal English handbooks focus mainly on terminology study, but some of them extend students' intercultural competence in a way which may help them to perform tasks of mediating concepts, texts, and communication. The author of the paper will present the correlation between intercultural competence and mediation skill and give some examples of mediation tasks which may be based on comparative intercultural content of some chosen academic legal English handbooks.

Keywords: intercultural competence, legal English, mediation skill, teaching

Procedia PDF Downloads 157
664 The Sound of Getting Closer: A Phenomenological Research of the Senses of Proximity and Touch

Authors: Marcello Lussana

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Closer is a wireless system developed by the “Design Research Lab” of the UdK Berlin that is able to detect the proximity and touch between two (or more) persons. We have been using this system for one performance and one installation: in both cases, the proximity and touch events of the two participants have been sonified using the software Supercollider. In this paper, we are going to focus on the actual experience of the participants involved, especially related to the awareness of their body, their level of proprioception and how they felt in their body and in connection with the other person. In order to give value to the lived experience of the participant, a phenomenological method described and developed by Professor Claire Petitmengin has been used. This strategy allowed the interviewees to become aware of their subjective experience, and describe it with great precision. This is essential in order to understand the actual state of consciousness of the users. Our aim is to research the senses of proprioception, touch, and proximity: as they all involve a pre-reflective state of consciousness, they are central for the understanding of human perception. The interviews revealed how this experience could improve and increase proprioception and awareness of your body.

Keywords: interactive sound, phenomenology, pre-reflective, proprioception, subjective experience

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663 Structural Analysis on the Composition of Video Game Virtual Spaces

Authors: Qin Luofeng, Shen Siqi

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For the 58 years since the first video game came into being, the video game industry is getting through an explosive evolution from then on. Video games exert great influence on society and become a reflection of public life to some extent. Video game virtual spaces are where activities are taking place like real spaces. And that’s the reason why some architects pay attention to video games. However, compared to the researches on the appearance of games, we observe a lack of theoretical comprehensive on the construction of video game virtual spaces. The research method of this paper is to collect literature and conduct theoretical research about the virtual space in video games firstly. And then analogizing the opinions on the space phenomena from the theory of literature and films. Finally, this paper proposes a three-layer framework for the construction of video game virtual spaces: “algorithmic space-narrative space players space”, which correspond to the exterior, expressive, affective parts of the game space. Also, we illustrate each sub-space according to numerous instances of published video games. Hoping this writing could promote the interactive development of video games and architecture.

Keywords: video game, virtual space, narrativity, social space, emotional connection

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662 Interactive Solutions for the Multi-Objective Capacitated Transportation Problem with Mixed Constraints under Fuzziness

Authors: Aquil Ahmed, Srikant Gupta, Irfan Ali

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In this paper, we study a multi-objective capacitated transportation problem (MOCTP) with mixed constraints. This paper is comprised of the modelling and optimisation of an MOCTP in a fuzzy environment in which some goals are fractional and some are linear. In real life application of the fuzzy goal programming (FGP) problem with multiple objectives, it is difficult for the decision maker(s) to determine the goal value of each objective precisely as the goal values are imprecise or uncertain. Also, we developed the concept of linearization of fractional goal for solving the MOCTP. In this paper, imprecision of the parameter is handled by the concept of fuzzy set theory by considering these parameters as a trapezoidal fuzzy number. α-cut approach is used to get the crisp value of the parameters. Numerical examples are used to illustrate the method for solving MOCTP.

Keywords: capacitated transportation problem, multi objective linear programming, multi-objective fractional programming, fuzzy goal programming, fuzzy sets, trapezoidal fuzzy number

Procedia PDF Downloads 434
661 Aspects of the Promotional Language of Tourism in Social Media. A Case Study of Romanian Accommodation Industry

Authors: Sanda-Maria Ardeleanu, Ana Crăciunescu

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This paper is sustained by our previous research on discursive strategies, whichdemonstrated that tourismhas developed and employed apromotional languageper se. We have studied this concept within the framework of audio-visual advertising by analyzing its discursive structures at the level of three main strategies (textual, visual, and both textual and visual) and confirmed the applicability of the promotional language per se within the field. Tourism, at large, represents a largely potential interdisplinary field, which allowed us to use qualitative methods of research such as Discourse Analysis (DA). Due to further research which showed that in the third phase of qualitative research methodologies, scholars in tourism recognized semiotics and DA as potential paths to follow, but which were insufficiently explored at the time, we soon realized that the natural next step to take is to bring together common qualitative methodologies for both fields, such as the method of observation, the triangulation, Discourse Analysis, etc. Therefore and in the light of fast transformations of the medium that intermediates the message, in this paper, we are going to focus on the manifestations of the promotional language in social media texts, which advertise for the urban industry of accommodation in Romania. We shall constitute a corpus of study as the basis for our research methodology and, through the empirical method of observation and DA, we propose to recognize or discover new patterns developed at textual (mainly) and visual level or the mix of the two, known as strategies of the promotional language of tourism.

Keywords: discourse analysis, promotional language of tourism, social media, urban accommodation industry, tourism

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660 Questioning the Relationship Between Young People and Fake News Through Their Use of Social Media

Authors: Marion Billard

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This paper will focus on the question of the real relationship between young people and fake news. Fake news is one of today’s main issues in the world of information and communication. Social media and its democratization helped to spread false information. According to traditional beliefs, young people are more inclined to believe what they read through social media. But, the individuals concerned, think that they are more inclined to make a distinction between real and fake news. This phenomenon is due to their use of the internet and social media from an early age. During the 2016 and 2017 French and American presidential campaigns, the term fake news was in the mouth of the entire world and became a real issue in the field of information. While young people were informing themselves with newspapers or television until the beginning of the ’90s, Gen Z (meaning people born between 1997 and 2010), has always been immersed in this world of fast communication. They know how to use social media from a young age and the internet has no secret for them. Today, despite the sporadic use of traditional media, young people tend to turn to their smartphones and social networks such as Instagram or Twitter to stay abreast of the latest news. The growth of social media information led to an “ambient journalism”, giving access to an endless quantity of information. Waking up in the morning, young people will see little posts with short texts supplying the essential of the news, without, for the most, many details. As a result, impressionable people are not able to do a distinction between real media, and “junk news” or Fake News. This massive use of social media is probably explained by the inability of the youngsters to find connections between the communication of the traditional media and what they are living. The question arises if this over-confidence of the young people in their ability to distinguish between accurate and fake news would not make it more difficult for them to examine critically the information. Their relationship with media and fake news is more complex than popular opinion. Today’s young people are not the master in the quest for information, nor inherently the most impressionable public on social media.

Keywords: fake news, youngsters, social media, information, generation

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659 Modes of Seeing in Interactive Exhibitions: A Study on How Technology Can Affect the Viewer and Transform the Exhibition Spaces

Authors: Renata P. Lopes

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The current art exhibit scenario presents a multitude of visualization features deployed in experiences that instigate a process of art production and design. The exhibition design through multimedia devices - from the audiovisual to the touch screen - has become a medium from which art can be understood and contemplated. Artistic practices articulated, during the modern period, the spectator's perception in the exhibition space, often challenging the architecture of museums and galleries. In turn, the museum institution seeks to respond to the challenge of welcoming the viewer whose experience is mediated by technological artifacts. When the beholder, together with the technology, interacts with the exhibition space, important displacements happen. In this work, we will analyze the migrations of the exhibition space to the digital environment through mobile devices triggered by the viewer. Based not on technological determinism, but on the conditions of the appearance of this spectator, this work is developed, with the aim of apprehending the way in which technology demarcates the differences between what the spectator was and what becomes in the contemporary atmosphere of the museums and galleries. These notions, we believe, will contribute to the formation of an exhibition design space in conformity with this participant.

Keywords: exhibition, museum, exhibition design, digital media

Procedia PDF Downloads 136
658 Excel-VBA as Modelling Platform for Thermodynamic Optimisation of an R290/R600a Cascade Refrigeration System

Authors: M. M. El-Awad

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The availability of computers and educational software nowadays helps engineering students acquire better understanding of engineering principles and their applications. With these facilities, students can perform sensitivity and optimisation analyses which were not possible in the past by using slide-rules and hand calculators. Standard textbooks in engineering thermodynamics also use software such as Engineering Equation Solver (EES) and Interactive Thermodynamics (IT) for solving calculation-intensive and design problems. Unfortunately, engineering students in most developing countries do not have access to such applications which are protected by intellectual-property rights. This paper shows how Microsoft ExcelTM and VBA (Visual Basic for Applications), which are normally distributed with personal computers and laptops, can be used as an alternative modelling platform for thermodynamic analyses and optimisation. The paper describes the VBA user-defined-functions developed for determining the refrigerants properties with Excel. For illustration, the combination is used to model and optimise the intermediate temperature for a propane/iso-butane cascade refrigeration system.

Keywords: thermodynamic optimisation, engineering education, excel, VBA, cascade refrigeration system

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657 Fostering Enriched Teaching and Learning Experience Using Effective Cyber-Physical Learning Environment

Authors: Shubhakar K., Nachamma S., Judy T., Jacob S. C., Melvin Lee, Kenneth Lo

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In recent years, technological advancements have ushered in a new era of education characterized by the integration of technology-enabled devices and online tools. The cyber-physical learning environment (CPLE) is a prime example of this evolution, merging remote cyber participants with in-class learners through immersive technology, interactive digital whiteboards, and online communication platforms like Zoom and MS Teams. This approach transforms the teaching and learning experience into a more seamless, immersive, and inclusive one. This paper outlines the design principles and key features of CPLE that support both teaching and group-based activities. We also explore the key characteristics and potential impact of such environments on educational practices. By analyzing user feedback, we evaluate how technology enhances teaching and learning in a cyber-physical setting, its impact on learning outcomes, user-friendliness, and areas for further enhancement to optimize the teaching and learning environment.

Keywords: cyber-physical class, hybrid teaching, online learning, remote learning, technology enabled learning

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656 Ranking the Elements of Relationship Market Orientation Banks (Case Study: Saderat Bank of Iran)

Authors: Sahar Jami, Iman Valizadeh

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Today banks not only should seek for new customers but also should consider previous maintenance and retention and establish a stable relationship with them. In this term, relationship-manner marketing seeks to make, maintain, and promote the relationship between customers and other stakeholders in benefits to fulfill all involved parties. This fact is possible just by interactive transaction and promises fulfillment. According to the importance of relationship-manner marketing in banks, making context to make relationship-manner marketing has high importance. Therefore, the present study aims at exploring intention condition to relationship-manner marketing in Iran Province Iran Limited bank, and also prioritizing its variables using hierarchical analysis (AHP). There is questionnaire designed in this research to paired comparison of relationship-manner marketing elements. After distributing this questionnaire among statistical society members who are 20 of Iran Limited bank experts, data analysis has been done by Expert Choice software.

Keywords: relationship marketing, relationship market orientation, Saderat Bank of Iran, hierarchical analysis

Procedia PDF Downloads 420
655 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

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The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: hadow play animation, Kinect, gesture recognition, VRPN, HCI

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654 Anti-crisis Public Relations and Aspects of Effective Management in Georgian Companies

Authors: Marine Kobalava

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Introduction. The paper substantiates the crucial role of anti-crisis PR in managing the image and reputation of companies. The critical situation caused by the Covid-19 virus in various countries of the world and the actions taken have had a significant negative impact on the image of companies and public groups. The mentioned circumstance has caused some problems for companies’ products in terms of customer demand. Accordingly, the main goal of PR has become to achieve the optimal relationship between companies and society with effective management. It should also be taken into account that the range of action of PR in crisis situations is much wider than that of advertising. In the paper, Public Relations is evaluated as a determining factor of the companies' prestige, its reliability, which has a decisive effect on the goodwill, trust, and general reputation of the public towards the company. The purpose of the study is to reveal the challenges of anti-crisis PR in Georgian companies and to develop recommendations on effective management mechanisms. Methodologies. Analysis, induction, synthesis, and other methods are used in the paper; Matrix and SWOT analysis are constructed. Ways of establishing and implementing an anti-crisis PR system in companies are proposed. The main aspects of anti-crisis management are identified by using the matrix of the choice of diversification strategy of the companies' activities, the possibilities of making adequate decisions using PR are studied according to the characteristics of the companies' activities and priority directions. Conclusion. The paper draws conclusions on modern problems of anti-crisis PR, offers recommendations on ways to solve it through PR strategies.

Keywords: anti-crisis PR, effective management, company, PR strategy

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653 Teaching College Classes with Virtual Reality

Authors: Penn P. Wu

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Recent advances in virtual reality (VR) technologies have made it possible for students to experience a virtual on-the-scene or virtual in-person observation of an educational event. In an experimental class, the author uses VR, particularly 360° videos, to virtually engage students in an event, through a wide spectrum of educational resources, such s a virtual “bystander.” Students were able to observe the event as if they were physically on site, although they could not intervene with the scene. The author will describe the adopted equipment, specification, and cost of building them as well as the quality of VR. The author will discuss (a) feasibility, effectiveness, and efficiency of using VR as a supplemental technology to teach college students and criteria and methodologies used by the authors to evaluate them; (b) barriers and issues of technological implementation; and (c) pedagogical practices learned through this experiment. The author also attempts to explore (a) how VR could provide an interactive virtual in-person learning experience; (b) how VR can possibly change traditional college education and online education; (c) how educators and balance six critical factors: cost, time, technology, quality, result, and content.

Keywords: learning with VR, virtual experience of learning, virtual in-person learning, virtual reality for education

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652 Electromagnetic Fields Characterization of an Urban Area in Lagos De Moreno Mexico and Its Correlation with Public Health Hazards

Authors: Marco Vinicio Félix Lerma, Efrain Rubio Rosas, Fernando Ricardez Rueda, Victor Manuel Castaño Meneses

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This paper reports a spectral analysis of the exposure levels of radiofrequency electromagnetic fields originating from a wide variety of telecommunications sources present in an urban area of Lagos de Moreno, Jalisco, Mexico. The electromagnetic characterization of the urban zone under study was carried out by measurements in 118 sites. Measurements of TETRA,ISM434, LTE800, ISM868, GSM900, GSM1800, 3G UMTS,4G UMTS, Wlan2.4, LTE2.6, DECT, VHF Television and FM radio signals were performed at distances ranging over 10 to 1000m from 87 broadcasting towers concentrated in an urban area of about 3 hectares. The aim of these measurements is the evaluation of the electromagnetic fields power levels generated by communication systems because of their interaction with the human body. We found that in certain regions the general public exposure limits determined by ICNIRP (International Commission of Non Ionizing Radiation Protection) are overpassed from 5% up to 61% of the upper values, indicating an imminent health public hazard, whereas in other regions we found that these limits are not overpassed. This work proposes an electromagnetic pollution classification for urban zones according with ICNIRP standards. We conclude that the urban zone under study presents diverse levels of pollution and that in certain regions an electromagnetic shielding solution is needed in order to safeguard the health of the population that lives there. A practical solution in the form of paint coatings and fiber curtains for the buildings present in this zone is also proposed.

Keywords: electromagnetic field, telecommunication systems, electropollution, health hazards

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651 Portable Glove Controlled Video Game for Hand Rehabilitation

Authors: Vinesh Janarthanan, Mohammad H. Rahman

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There are numerous neurological conditions that may result in a loss of motor function. Such conditions may include cerebral palsy, Parkinson’s disease, stroke or multiple sclerosis. Due to impaired motor function, specifically in the hand and arm, living independently becomes tremendously more difficult. Rehabilitation programs are the main method to treat these kinds of disabled individuals. However, these programs require longtime commitment from the clinicians/therapists, demand person to person caring, and typically the treatment duration is usually very long. Aside from the treatment received from the therapist, the continuation of neuroplasticity at home is essential to maximizing development and restoring the biological function. To contribute in this area, we have researched and developed a portable and comfortable hand glove for fine motor skills rehabilitation. The glove provides interactive home-based therapy to engage the patient with simple games. The key to this treatment is the repetition of moving the hand and being capable of positioning the hand in various ways.

Keywords: home based, wearable sensors, glove, rehabilitation, motor function, video games

Procedia PDF Downloads 147
650 The Interactive Effects of Leadership on Safety

Authors: Jane E. Mullen, Kevin Kelloway, Ann Rhéaume-Brüning

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The purpose of this study is to examine the effects of perceived leader word-action alignment on subordinate extra-role safety behavior. Using survey data gathered from a sample of nurses employed in health care facilities located in Eastern Canada (n = 192), the effects of perceived word-action alignment (measured as the cross product of leaders speaking positively about safety and acting safely) on nurse safety participation was examined. Moderated regression analysis resulted in the significant (p < .01) prediction of nurse safety participation by the interaction term. Analysis of the simple slopes comprising the interaction term suggests that positively speaking about safety only predicted safety participation when leaders were also perceived by subordinates as acting safely. The results provide empirical support for the importance of the perceived alignment between leaders’ words, or espoused safety values and priorities, and their actions. Practical implications for safety leadership training are discussed.

Keywords: leadership, safety participation, safety performance, safety training

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649 Citizen Journalist: A Case Study of Audience Participation in Mainstream TV News Production in India

Authors: Sindhu Manjesh

Abstract:

This paper examines citizen journalism in India, specifically the inclusion of user-generated content (UGC) by mainstream media, by focusing on the case study of the Citizen Journalist show on CNN-News 18, a national television news broadcaster. It studies the processes of production involved in Citizen Journalist to find out how professional journalists and citizens interact to put together the show in order to help readers understand the relationship between journalists and the public in the evolving media landscape of India, the world’s largest democracy, and a leader in the Global South. Using an in-depth case study approach involving newsroom ethnography, interviews, and an examination of Citizen Journalist content, it studies the implications of audience participation for traditional journalistic routines and values – specifically gatekeeping and objectivity. Citizen Journalist began to much fanfare and promise about including neglected citizen views and voices. Based on evidence gathered, this study, however, argues that claims made by CNN-News18 about democratizing news production through Citizen Journalist were overstated. It made some effort to do this and broadcast a lot of important stories. But overall, in terms of bringing in citizen voices, it did not live up to its initial promise because the show was anchored in traditional journalistic norms and roles and the channel’s economic imperatives. Professional journalists were ironically the producers of 'citizen journalism' in this case. Mainstream media’s authority in defining journalistic work –who says what, where, when, why, and how– remains predominant in India. This has implications for democratic participation in India. The example of Citizen Journalist –the model it followed, its partial success, and many limitations– could well presage outcomes for other news outlets, in India and beyond, which copy its template.

Keywords: citizen journalism, digital journalism, participatory journalism, public sphere

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648 The Use of Learning Management Systems during Emerging the Tacit Knowledge

Authors: Ercan Eker, Muhammer Karaman, Akif Aslan, Hakan Tanrikuluoglu

Abstract:

Deficiency of institutional memory and knowledge management can result in information security breaches, loss of prestige and trustworthiness and the worst the loss of know-how and institutional knowledge. Traditional learning management within organizations is generally handled by personal efforts. That kind of struggle mostly depends on personal desire, motivation and institutional belonging. Even if an organization has highly motivated employees at a certain time, the institutional knowledge and memory life cycle will generally remain limited to these employees’ spending time in this organization. Having a learning management system in an organization can sustain the institutional memory, knowledge and know-how in the organization. Learning management systems are much more needed especially in public organizations where the job rotation is frequently seen and managers are appointed periodically. However, a learning management system should not be seen as an organizations’ website. It is a more comprehensive, interactive and user-friendly knowledge management tool for organizations. In this study, the importance of using learning management systems in the process of emerging tacit knowledge is underlined.

Keywords: knowledge management, learning management systems, tacit knowledge, institutional memory

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647 Artificial Intelligence in Art and Other Sectors: Selected Aspects of Mutual Impact

Authors: Justyna Minkiewicz

Abstract:

Artificial Intelligence (AI) applied in the arts may influence the development of AI knowledge in other sectors and then also impact mutual collaboration with the artistic environment. Hence this collaboration may also impact the development of art projects. The paper will reflect the qualitative research outcomes based on in-depth (IDI) interviews within the marketing sector in Poland and desk research. Art is a reflection of the spirit of our times. Moreover, now we are experiencing a significant acceleration in the development of technologies and their use in various sectors. The leading technologies that contribute to the development of the economy, including the creative sector, embrace technologies such as artificial intelligence, blockchain, extended reality, voice processing, and virtual beings. Artificial intelligence is one of the leading technologies developed for several decades, which is currently reaching a high level of interest and use in various sectors. However, the conducted research has shown that there is still low awareness of artificial intelligence and its wide application in various sectors. The study will show how artists use artificial intelligence in their art projects and how it can be translated into practice within the business. At the same time, the paper will raise awareness of the need for businesses to be inspired by the artistic environment. The research proved that there is still a need to popularize knowledge about this technology which is crucial for many sectors. Art projects are tools to develop knowledge and awareness of society and also various sectors. At the same time, artists may benefit from such collaboration. The paper will include selected aspects of mutual relations, areas of possible inspiration, and possible transfers of technological solutions. Those are AI applications in creative industries such as advertising and film, image recognition in art, and projects from different sectors.

Keywords: artificial intelligence, business, art, creative industry, technology

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646 The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia

Authors: Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy

Abstract:

Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.

Keywords: e-learning system, gamification, motivation, social comparison, visualization

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645 Interaction Issues at Patan Stepwell in Western India

Authors: Shekhar Chatterjee

Abstract:

Architectural marvels of the Patan stepwell in Gujarat state in India were studied, to look into the cultural and design attributes in them. Direct observation, photography and interviewing the local people (especially senior citizens) were the methodology adopted. The aim was to look for clues into how culture and design affected architectural marvels of a building and convey that to the tourists. These interpretations from this building can offer many ideas to the contemporary design world in the form of design of modern day garments for various occasions, ornaments or accessory products for daily usage like bags, shoes and similar products. These monuments currently lack proper information system for guiding a tourist. Absence of any qualified tourist guides at the site compounds the problem further. This project investigates the feasibility of making the space more interactive for the tourist through proper digital information design and installations at places. Along with this, illumination and sound are also being used to narrate the history of these ancient monuments so that tourists get a flavor of the medieval past. Most importantly, all these digital interventions are low cost and done with easily available throw-away materials and can be replicated for other monuments as well.

Keywords: interaction, well, building, context

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