Search results for: mobile games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2080

Search results for: mobile games

1990 Faculty Members' Acceptance of Mobile Learning in Kingdom of Saudi Arabia: Case Study of a Saudi University

Authors: Omran Alharbi

Abstract:

It is difficult to find an aspect of our modern lives that has been untouched by mobile technology. Indeed, the use of mobile learning in Saudi Arabia may enhance students’ learning and increase overall educational standards. However, within tertiary education, the success of e-learning implementation depends on the degree to which students and educators accept mobile learning and are willing to utilise it. Therefore, this research targeted the factors that influence Hail University instructors’ intentions to use mobile learning. An online survey was completed by eighty instructors and it was found that their use of mobile learning was heavily predicted by performance experience, effort expectancy, social influence, and facilitating conditions; the multiple regression analysis revealed that 67% of the variation was accounted for by these variables. From these variables, effort expectancy was shown to be the strongest predictor of intention to use e-learning for instructors.

Keywords: acceptance, faculty member, mobile learning, KSA

Procedia PDF Downloads 151
1989 The Use of Mobile Phones as a Direct Marketing Tool and Consumer Attitudes

Authors: Abdülcelil Mücahid Zengin, Göksel Şimşek

Abstract:

Mobile phones are one of the direct marketing tools that can be used to reach todays hard to reach consumers. Mobile phones are very personal devices and they are always carried with the consumer, where ever they go. This creates an opportunity for marketers to create personalized marketing communications messages and send them on the right time and place. This study examines consumer attitudes toward mobile marketing, especially toward SMS marketing. Unlike similar studies, this study does not focus on the young, but includes consumers who are in the 18-70 age range to the field research. According to the results, it has been concluded that most participants think SMS marketing is disturbing. Most important problems with SMS marketing are about getting subscribed to message lists without the permission of the receiver; the high number of messages sent; and the irrelevancy of the message content.

Keywords: direct marketing, mobile phones mobile marketing, sms advertising, sms marketing

Procedia PDF Downloads 347
1988 An Analysis and Design of Mobile Payment System Based on NFC Technology

Authors: Shafiq ur Rehman, Zubair Ahmed Shaikh

Abstract:

This research provides the comparative study of different mobile payment system and proposes an efficient solution of mobile payment system. The research involves discovering how the mobile payment methods can be used and implemented keeping user and system interaction under consideration. The implementation of Nielsen’s heuristic and universal design principles enhanced the user’s interaction design and made the system more appropriate, understandable and visible to the end user. The design of application is greatly affected by the user driven factors. These factors help in the efficiency of the application usage.

Keywords: mobile payment system, m-commerce, usability, near field communication

Procedia PDF Downloads 450
1987 Pharmacy-Station Mobile Application

Authors: Taissir Fekih Romdhane

Abstract:

This paper proposes a mobile web application named Pharmacy-Station that sells medicines and permits user to search for medications based on their symptoms, making it is easy to locate a specific drug online without the need to visit a pharmacy where it may be out of stock. This application is developed using the jQuery Mobile framework, which uses many web technologies and languages such as HTML5, PHP, JavaScript and CSS3. To test the proposed application, we used data from popular pharmacies in Saudi Arabia that included important information such as location, contact, and medicines in stock, etc. This document describes the different steps followed to create the Pharmacy-Station application along with screenshots. Finally, based on the results, the paper concludes with recommendations and further works planned to improve the Pharmacy-Station mobile application.

Keywords: pharmacy, mobile application, jquery mobile framework, search, medicine

Procedia PDF Downloads 157
1986 Comparison of Security Challenges and Issues of Mobile Computing and Internet of Things

Authors: Aabiah Nayeem, Fariha Shafiq, Mustabshra Aftab, Rabia Saman Pirzada, Samia Ghazala

Abstract:

In this modern era of technology, the concept of Internet of Things is very popular in every domain. It is a widely distributed system of things in which the data collected from sensory devices is transmitted, analyzed locally/collectively then broadcasted to network where action can be taken remotely via mobile/web apps. Today’s mobile computing is also gaining importance as the services are provided during mobility. Through mobile computing, data are transmitted via computer without physically connected to a fixed point. The challenge is to provide services with high speed and security. Also, the data gathered from the mobiles must be processed in a secured way. Mobile computing is strongly influenced by internet of things. In this paper, we have discussed security issues and challenges of internet of things and mobile computing and we have compared both of them on the basis of similarities and dissimilarities.

Keywords: embedded computing, internet of things, mobile computing, wireless technologies

Procedia PDF Downloads 314
1985 The Factors that Affect to the Overall Attitude toward SMS Advertising of Thai Mobile Phone Users

Authors: Panprae Bunyapukkna

Abstract:

The aim of this study is to: (1) measure the overall attitudes of Thai mobile phone users toward SMS advertisements, and (2) identify demographic factors that affect the overall attitudes toward SMS advertisements of Thai mobile phone users. The sample in this study consists of 100 individuals who possess at least one mobile phone and who either live, work or study in Bangkok. Thirty-three respondents are male, while the other 67 respondents are female. The respondents are aged between 21 years and 45 years old. Convenient sampling technique was used in this study. The results of this study indicate that Thai mobile phone users in general hold negative attitudes toward SMS advertisements, and that negative attitudes prevailed in nearly all different demographic groups. The results also suggest that Thai mobile phone users find SMS advertisements irritating, but are indifferent as to whether SMS ads are informative, credible and entertaining as well.

Keywords: consumer attitudes, credibility, SMS advertising, Thai mobile phone users

Procedia PDF Downloads 264
1984 The Interrelationship between Aggression and Frustration Brought about by Computer Games with Incentives among LPU Male Students

Authors: Dior Grita F. De Torres, Edielyn Gonzalvo, Jovielyn Manibo

Abstract:

The experimental study aims to measure the level of aggression and frustration brought about by computer games with incentives and the interrelationship of the said variables. With 50 participants for each four groups, a total of 200 males who are avid of playing computer games participated in the study. The results and analyses presented in the study concluded that incentives differentially affect the level of aggression and frustration of the players with tobt = 7.18 and 6.521 > tcrit = 2.021 using t-test for dependent groups and Fobt = 4.527 and 8.340 > Fcrit = 3.89 using ANOVA with alpha level of 0.05, two tailed. At the same time, computer game’s level of difficulty also affects the level of aggression and frustration of the players with tobt = 7.53 and 4.783 > tcrit = 2.021 respectively and Fobt = 6.524 and 10.167 > Fcrit = 3.89. Moreover, there is also an interaction between incentive and the level of difficulty of computer game with tobt = 9.68 for aggression and tobt = 7.356 > 2.021 for frustration. Computer games and /with incentives has a large effect on the among male students of LPU.

Keywords: aggression, frustration, computer game, incentive

Procedia PDF Downloads 534
1983 New Possibilities for Testing UX and UI Design on Mobile Devices

Authors: Jakub Berčík, Anna Mravcová, Jana Gálová, Katarína Neomániová

Abstract:

In an era when everything is increasingly digital, consumers are always looking for new options in solutions to their everyday needs. In this context, mobile apps are developing at an exponential pace. One of the fastest growing segments of mobile technologies is, obviously, e-commerce. It can be predicted that mobile commerce will record nearly three times the global growth of e-commerce across all platforms, which indicates its importance in the given segment. The current coronavirus pandemic is also changing many of the existing paradigms both socially, economically, and technologically, which has a major impact on changing consumer behaviour and the emphasis on simplification and clarity of mobile solutions. This is the area that user experience (UX) and user interface (UI) designers deal with. Their task is to design a sufficiently attractive and interesting solution that will be available on all mobile devices and at the same time will be easy enough for the customer/visitor to get to the destination or to get the necessary information in a few clicks. The basis for changes in UX design can now be obtained not only through online analytical tools but also through neuromarketing, especially in the case of mobile devices. The paper highlights new possibilities for testing UX design applications on mobile devices using a special platform that combines a stationary eye camera (eye tracking) and facial analysis (facial coding).

Keywords: emotions, mobile design, user experience, visual attention

Procedia PDF Downloads 126
1982 Investigating the Challenges and Opportunities for M-Government Implementation in Saudi Arabia

Authors: Anan Alssbaiheen, Steve Love

Abstract:

Given the lack of research into potential opportunities and challenges which are likely to be associated with the implementation of mobile services in developing countries including Saudi Arabia, the research reported here investigated the challenges and opportunities which are associated with the implementation of mobile government services in Saudi Arabia. By collecting data through surveys from 103 Saudi citizens and 46 employees working at the Ministry of Communication and Information Technology Saudi Arabia, this study indicates that the high level of mobile penetration in the country offers an opportunity for Saudi Arabian government to offer mobile government services in the country. The results also suggest that though a large percentage of populations do not have access to mobile technologies, there is still a strong desire among users for the provision of mobile government services. Moreover, the results suggest that effective implementation of mobile government services would help to increase the technological development of Saudi Arabia. However, there are certain challenges which may prevent the effective implementation of such services. First, there does not appear to be a sufficient level of understanding among the Saudi Arabian population about the benefits which are associated with mobile government services. Secondly, the results suggest that the implementation of the services needs to be closely tailored and personalised to the individual needs of target users. Finally, the lack of access to mobile technologies would be a challenge to the successful introduction of these services.

Keywords: challenges, e-government, mobile government, opportunities

Procedia PDF Downloads 412
1981 Effects of Handheld Video Games on Interpersonal Relationships: A Two-Wave Panel Study on Elementary School Students

Authors: Kanae Suzuki

Abstract:

Handheld video games are popular communication tools among Japanese elementary school students today. This study aims to examine the effects of the use of handheld video games on interpersonal relationships of the students in real and virtual worlds. A two-wave panel survey was conducted for students of ten elementary schools at an interval of approximately six months. The survey questionnaire included questions about the average amount of time spent playing a handheld video game during the past one month, the frequency of communication with players during game play, and the interpersonal relationships, such as the number of real and virtual friends the students have. A multiple regression model was constructed for 324 students to examine causal relationships. The results indicated that the more frequently the students communicated with other players while playing games, the number of the real friends tended to increase. In contrast, no significant effect of the total time spent playing games was found on interpersonal relationships. The findings suggested that communication during game play is an important factor for improving interpersonal relationships of this age group.

Keywords: communication, real friend, social adjustment, virtual friend

Procedia PDF Downloads 488
1980 The Correlation between Users’ Star Rating and Usability on Mobile Applications

Authors: Abdulmohsen A. AlBesher, Richard T. Stone

Abstract:

Star rating for mobile applications is a very useful way to differentiate between the best and worst rated applications. However, the question is whether the rating reflects the level of usability or not. The aim of this paper is to find out if the user’ star ratings on mobile apps correlate with the usability of those apps. Thus, we tested three mobile apps, which have different star ratings: low, medium, and high. Participating in the study, 15 mobile phone users were asked to do one single task for each of the three tested apps. After each task, the participant evaluated the app by answering a survey based on the System Usability Scale (SUS). The results found that there is no major correlation between the star rating and the usability. However, it was found that the task completion time and the numbers of errors that may happen while completing the task were significantly correlated to the usability.

Keywords: mobile applications, SUS, star rating, usability

Procedia PDF Downloads 318
1979 Mobile Phone Banking Applies and Customer Intention: A Case Study in Libya

Authors: Iman E. Bouthahab, Badea B. Geador

Abstract:

Aim of this paper is to explore the prospect of a new approach of mobile phone banking in Libya. This study evaluates customer knowledge on commercial mobile banking in Libya. To examine the relationship between age, occupation and intention for using mobile banking for commercial purpose, a survey was conducted to gather information from one hundred Libyan bank clients. The results indicate that Libyan customers have accepted the new technology and they are ready to use it. There is no significant joint relationship between age and occupation found in intention to use mobile banking in Libya. On the other hand, the customers’ knowledge about mobile banking has a greater relationship with the intention. This study has implications for demographic researches and consumer behaviour disciplines. It also has profitable implications for banks and managers in Libya, as it will assist in better understanding of the Libyan consumers and their activities, when they develop their market strategies and new service.

Keywords: mobile banking, intention, customer knowledge, banks in Libya

Procedia PDF Downloads 431
1978 Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit

Authors: Nazatul Aini Abd Majid, Faridah Yunus, Haslina Arshad, Mohammad Farhan Mohammad Johari

Abstract:

Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.

Keywords: framework, mobile technology, augmented reality, pre-literacy skills

Procedia PDF Downloads 593
1977 Environmental Impact Assessment of Electromagnetic Fields Emitted from Mobile Base Station in Central Area of KSA

Authors: Mohammed Abdullah Alrajhi

Abstract:

The rapid growth in the number of mobile phone subscribers has resulted in an increased number of mobile base stations all over the world. Generally, mobile base stations are existing in huge numbers in populated areas than in non-populated ones to serve the largest number of users. The total number of mobile subscriptions in the Kingdom of Saudi Arabia reached around 50 million at the end of 2014, with a penetration rate of 165.1% according to the quarterly electronic newsletter issued by the Communications and Information Technology Commission. The current investigation was conducted primarily to measure the level of electromagnetic fields emitted from 400 mobile base stations for the purpose of environmental safety and radiation protection in light of national guidelines for public exposure as well as the International Commission on Non-Ionizing Radiation Protection (ICNIRP). The outcomes of this investigation provide valuable comments and recommendation for safety and protection of electromagnetic fields emitted from mobile base stations.

Keywords: electromagnetic fields, mobile, safety, protection, ICNIRP

Procedia PDF Downloads 421
1976 Biometric Identification with Latitude and Longitude Fingerprint Verification for Attendance

Authors: Muhammad Fezan Afzal, Imran Khan, Salma Imtiaz

Abstract:

The need for human verification and identification requires from centuries for authentication. Since it is being used in big institutes like financial, government and crime departments, a continued struggle is important to make this system more efficient to prevent security breaches. Therefore, multiple devices are used to authenticate the biometric for each individual. A large number of devices are required to cover a large number of users. As the number of devices increases, cost will automatically increase. Furthermore, it is time-consuming for biometrics due to the devices being insufficient and are not available at every door. In this paper, we propose the framework and algorithm where the mobile of each individual can also perform the biometric authentication of attendance and security. Every mobile has a biometric authentication system that is used in different mobile applications for security purposes. Therefore, each individual can use the biometric system mobile without moving from one place to another. Moreover, by using the biometrics mobile, the cost of biometric systems can be removed that are mostly deployed in different organizations for the attendance of students, employees and for other security purposes.

Keywords: fingerprint, fingerprint authentication, mobile verification, mobile biometric verification, mobile fingerprint sensor

Procedia PDF Downloads 66
1975 Mobile Learning in Teacher Education: A Review in Context of Developing Countries

Authors: Mehwish Raza

Abstract:

Mobile learning (m-learning) offers unique affordances to learners, setting them free of limitations posed by time and geographic space; thus becoming an affordable device for convenient distant learning. There is a plethora of research available on mobile learning projects planned, implemented and evaluated across disciplines in the context of developed countries, however, the potential of m-learning at different educational levels remain unexplored with little evidence of research carried out in developing countries. Despite the favorable technical infrastructure offered by cellular networks and boom in mobile subscriptions in the developing world, there is limited focus on utilizing m-learning for education and development purposes. The objective of this review is to unify findings from m-learning projects that have been implemented in developing countries such as Pakistan, Bangladesh, Philippines, India, and Tanzania for teachers’ in-service training. The purpose is to draw upon key characteristics of mobile learning that would be useful for future researchers to inform conceptualizations of mobile learning for developing countries.

Keywords: design model, developing countries, key characteristics, mobile learning

Procedia PDF Downloads 446
1974 State of the Art on the Recommendation Techniques of Mobile Learning Activities

Authors: Nassim Dennouni, Yvan Peter, Luigi Lancieri, Zohra Slama

Abstract:

The objective of this article is to make a bibliographic study on the recommendation of mobile learning activities that are used as part of the field trip scenarios. Indeed, the recommendation systems are widely used in the context of mobility because they can be used to provide learning activities. These systems should take into account the history of visits and teacher pedagogy to provide adaptive learning according to the instantaneous position of the learner. To achieve this objective, we review the existing literature on field trip scenarios to recommend mobile learning activities.

Keywords: mobile learning, field trip, mobile learning activities, collaborative filtering, recommendation system, point of interest, ACO algorithm

Procedia PDF Downloads 444
1973 Mental Health Representation in Video Games

Authors: Leonid Rybakovski

Abstract:

Contemporary media offer a variety of themes for the diverse tastes of their audiences. The Digital games medium was mostly perceived as an instrument of entertainment. But being a part of global trends while constantly pushing the boundaries of storytelling in virtual reality and standing on the edge of technology also brings huge responsibility for game designers around the globe. A very recent emerging topic over the last years was an individual's mental state. In recent years there has been a shift in mental problems representations in commercial game releases such as Hell blade: Senua's Sacrifice and Sea of Solitude. The aim of this study is to research the approach of mental illness representation in media and digital games over the years and to suggest alternatives for putting characters who suffer from mental illness at the forefront of the storyline. This study traces dominant representations of characters with mental illness in digital games, reflecting the major change of the game industry toward inclusiveness. At the same time, the research embraces a hybrid approach to the academic study of digital games and includes the development of a game that follows a post-traumatic young girl, forcing the users to live her life through her eyes. The game prototype was developed as part of the Mdes Game Design and Development program and consisted of academic research and game development practices.

Keywords: framing analysis, mental condition, up keying, game mechanics

Procedia PDF Downloads 170
1972 Identify Users Behavior from Mobile Web Access Logs Using Automated Log Analyzer

Authors: Bharat P. Modi, Jayesh M. Patel

Abstract:

Mobile Internet is acting as a major source of data. As the number of web pages continues to grow the Mobile web provides the data miners with just the right ingredients for extracting information. In order to cater to this growing need, a special term called Mobile Web mining was coined. Mobile Web mining makes use of data mining techniques and deciphers potentially useful information from web data. Web Usage mining deals with understanding the behavior of users by making use of Mobile Web Access Logs that are generated on the server while the user is accessing the website. A Web access log comprises of various entries like the name of the user, his IP address, a number of bytes transferred time-stamp etc. A variety of Log Analyzer tools exists which help in analyzing various things like users navigational pattern, the part of the website the users are mostly interested in etc. The present paper makes use of such log analyzer tool called Mobile Web Log Expert for ascertaining the behavior of users who access an astrology website. It also provides a comparative study between a few log analyzer tools available.

Keywords: mobile web access logs, web usage mining, web server, log analyzer

Procedia PDF Downloads 360
1971 Grounded Theory of Consumer Loyalty: A Perspective through Video Game Addiction

Authors: Bassam Shaikh, R. S. A. Jumain

Abstract:

Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.

Keywords: grounded theory, consumer loyalty, video games, video game addiction

Procedia PDF Downloads 532
1970 Audio Information Retrieval in Mobile Environment with Fast Audio Classifier

Authors: Bruno T. Gomes, José A. Menezes, Giordano Cabral

Abstract:

With the popularity of smartphones, mobile apps emerge to meet the diverse needs, however the resources at the disposal are limited, either by the hardware, due to the low computing power, or the software, that does not have the same robustness of desktop environment. For example, in automatic audio classification (AC) tasks, musical information retrieval (MIR) subarea, is required a fast processing and a good success rate. However the mobile platform has limited computing power and the best AC tools are only available for desktop. To solve these problems the fast classifier suits, to mobile environments, the most widespread MIR technologies, seeking a balance in terms of speed and robustness. At the end we found that it is possible to enjoy the best of MIR for mobile environments. This paper presents the results obtained and the difficulties encountered.

Keywords: audio classification, audio extraction, environment mobile, musical information retrieval

Procedia PDF Downloads 542
1969 Physical Education Teacher's Interpretation toward Teaching Games for Understanding Model

Authors: Soni Nopembri

Abstract:

The objective of this research is to evaluate the implementation of teaching games for Understanding model by conducting action to physical education teacher who have got long teaching experience. The research applied Participatory Action Research. The subjects of this research were 19 physical education teachers who had got training of Teaching Games for Understanding. Data collection was conducted intensively through a questionnaire, in-depth interview, Focus Group Discussion (FGD), observation, and documentation. The collected data was analysis zed qualitatively and quantitatively. The result showed that physical education teachers had got an appropriate interpretation on TGfU model. Some indicators that were the focus of this research indicated this points; they are: (1) physical education teachers had good understanding toward TGfU model, (2) PE teachers’ competence in applying TGfU model on Physical Education at school were adequate, though some improvement were needed, (3) the influence factors in the implementation of TGfU model, in sequence, were teacher, facilities, environment, and students factors, (4) PE teachers’ perspective toward TGfU model were positively good, although some teachers were less optimistic toward the development of TGfU model in the future.

Keywords: TGfU, physical education teacher, teaching games, FGD

Procedia PDF Downloads 544
1968 A Study of Different Factors Influencing Youngsters’ Mobile Device Buying Behaviors in Malaysia

Authors: Z. S. Yip, T. K. Tan, C. C. Geh, T. T. Ting

Abstract:

The mobile phone is an indispensable device in today’s daily living. The arising new brands in the market with different specification are targeting at the different population. The most promising market would be the younger generation who are IT savvy. Therefore, it is beneficial to find out their factors of consideration in purchasing a mobile phone. A survey is carried out in Malaysia to discover the current youngster’s mobile phone buying behavior. This study has found that the most influencing factor of consideration is Price, followed by Feature, and Battery Lifespan. Gender and Income have no relationship with certain factors of consideration. It is important to discover the factors of consideration in order to provide industry insight into the current trend of smartphone in Malaysia.

Keywords: buying behavior, smart phone, mobile brand, mobile operating system, specification, battery lifespan

Procedia PDF Downloads 354
1967 New Standardized Framework for Developing Mobile Applications (Based On Real Case Studies and CMMI)

Authors: Ammar Khader Almasri

Abstract:

The software processes play a vital role for delivering a high quality software system that meets the user’s needs. There are many software development models which are used by most system developers, which can be categorized into two categories (traditional and new methodologies). Mobile applications like other desktop applications need appropriate and well-working software development process. Nevertheless, mobile applications have different features which limit their performance and efficiency like application size, mobile hardware features. Moreover, this research aims to help developers in using a standardized model for developing mobile applications.

Keywords: software development process, agile methods , moblile application development, traditional methods

Procedia PDF Downloads 385
1966 Adaptive Cooperative Control of Nonholonomic Mobile Robot Based on Immersion and Invariance

Authors: Imil Hamda Imran, Sami El Ferik

Abstract:

This paper deals with adaptive cooperative control of non holonomic mobile robot moved together in a given formation. The controller is designed based on the Immersion and Invariance (I&I) approach. I&I is a framework for adaptive stabilization of nonlinear systems with uncertain parameters. We investigate the tracking control of non holonomic mobile robot with uncertainties in The I&I-based adaptive controller regulates the angular and linear velocity of non holonomic mobile robot. The results demonstrate that the ability of I&I-based adaptive cooperative control in tracking the position of non holonomic mobile robot.

Keywords: nonholonomic mobile robot, immersion and invariance, adaptive control, uncertain nonlinear systems

Procedia PDF Downloads 496
1965 Cloud-Based Mobile-to-Mobile Computation Offloading

Authors: Ebrahim Alrashed, Yousef Rafique

Abstract:

Mobile devices have drastically changed the way we do things on the move. They are being extremely relied on to perform tasks that are analogous to desktop computer capability. There has been a rapid increase of computational power on these devices; however, battery technology is still the bottleneck of evolution. The primary modern approach day approach to tackle this issue is offloading computation to the cloud, proving to be latency expensive and requiring high network bandwidth. In this paper, we explore efforts to perform barter-based mobile-to-mobile offloading. We present define a protocol and present an architecture to facilitate the development of such a system. We further highlight the deployment and security challenges.

Keywords: computational offloading, power conservation, cloud, sandboxing

Procedia PDF Downloads 386
1964 The Comparison of Dismount Skill between National and International Men’s Artistic Gymnastics in Parallel Bars Apparatus

Authors: Chen ChihYu, Tang Wen Tzu, Chen Kuang Hui

Abstract:

Aim —To compare the dismount skill between Taiwanese and elite international gymnastics in parallel bars following the 2017-2020 code of points. Methods—The gymnasts who advanced to the parallel bars event finals of these four competitions including World Championships, Universiade, the National Games of Taiwan, and the National Intercollegiate Athletic Games of Taiwan both 2017 and 2019 were selected in this study. The dismount skill of parallel bars was analyzed, and the average difficulty score was compared by one-way ANOVA. Descriptive statistics were applied to present the type of dismount skill and the difficulty of each gymnast in these four competitions. The data from World Championships and Universiade were combined as the international group (INT), and data of Taiwanese National Games and National Intercollegiate Athletic Games were also combined as the national group (NAT). The differences between INT and NAT were analyzed by the Chi-square test. The statistical significance of this study was set at α= 0.05. Results— i) There was a significant difference in the mean parallel bars dismount skill in these four competitions analyzed by one-way ANOVA. Both dismount scores of World Championships and Universiade were significantly higher than in Taiwanese National Games and National Intercollegiate Athletic Games (0.58±0.08 & 0.56±0.08 > 0.42±0.06 & 40±0.06, p < 0.05). ii) Most of the gymnasts in World Championships and Universiade selected the 0.6-point skill as the parallel bars dismount element, and for the Taiwanese National Games and the National Intercollegiate Athletic Games, most of the gymnasts performed the 0.4-point dismount skill. iii) The result of the Chi-square test has shown that there was a significant difference in the selection of parallel bars dismount skill. The INT group used the E or E+ difficulty element as the dismount skill, and the NAT group selected the D or D- difficulty element. Conclusion— The level of parallel bars dismount in Taiwanese gymnastics is inferior to elite international gymnastics. It is suggested that Taiwanese gymnastics must try to practice the F difficulty dismount (double salto forward tucked with half twist) in the future.

Keywords: Artistic Gymnastics World Championships, dismount, difficulty score, element

Procedia PDF Downloads 141
1963 Virtual Reality Based 3D Video Games and Speech-Lip Synchronization Superseding Algebraic Code Excited Linear Prediction

Authors: P. S. Jagadeesh Kumar, S. Meenakshi Sundaram, Wenli Hu, Yang Yung

Abstract:

In 3D video games, the dominance of production is unceasingly growing with a protruding level of affordability in terms of budget. Afterward, the automation of speech-lip synchronization technique is customarily onerous and has advanced a critical research subject in virtual reality based 3D video games. This paper presents one of these automatic tools, precisely riveted on the synchronization of the speech and the lip movement of the game characters. A robust and precise speech recognition segment that systematized with Algebraic Code Excited Linear Prediction method is developed which unconventionally delivers lip sync results. The Algebraic Code Excited Linear Prediction algorithm is constructed on that used in code-excited linear prediction, but Algebraic Code Excited Linear Prediction codebooks have an explicit algebraic structure levied upon them. This affords a quicker substitute to the software enactments of lip sync algorithms and thus advances the superiority of service factors abridged production cost.

Keywords: algebraic code excited linear prediction, speech-lip synchronization, video games, virtual reality

Procedia PDF Downloads 472
1962 Development of Mobile EEF Learning System (MEEFLS) for Mobile Learning Implementation in Kolej Poly-Tech MARA (KPTM)

Authors: M. E. Marwan, A. R. Madar, N. Fuad

Abstract:

Mobile learning (m-learning) is a new method in teaching and learning process which combines technology of mobile device with learning materials. It can enhance student's engagement in learning activities and facilitate them to access the learning materials at anytime and anywhere. In Kolej Poly-Tech Mara (KPTM), this method is seen as an important effort in teaching practice and to improve student learning performance. The aim of this paper is to discuss the development of m-learning application called Mobile EEF Learning System (MEEFLS) to be implemented for Electric and Electronic Fundamentals course using Flash, XML (Extensible Markup Language) and J2ME (Java 2 micro edition). System Development Life Cycle (SDLC) was used as an application development approach. It has three modules in this application such as notes or course material, exercises and video. MEELFS development is seen as a tool or a pilot test for m-learning in KPTM.

Keywords: flash, mobile device, mobile learning, teaching and learning, SDLC, XML

Procedia PDF Downloads 522
1961 A Theoretical Framework for Design Theories in Mobile Learning: A Higher Education Perspective

Authors: Paduri Veerabhadram, Antoinette Lombard

Abstract:

In this paper a framework for hypothesizing about mobile learning to complement theories of formal and informal learning is presented. As such, activity theory will form the main theoretical lens through which the elements involved in formal and informal learning for mobile learning will be explored, specifically related to context-aware mobile learning application. The author believes that the complexity of the relationships involved can best be analysed using activity theory. Activity theory, as a social, cultural and activity theory can be used as a mobile learning framework in an academic environment, but to develop an optimal artifact, through investigation of inherent system's contradictions. As such, it serves as a powerful modelling tool to explore and understand the design of a mobile learning environment in the study’s environment. The Academic Tool Kit Framework (ATKF) as also employed for designing of a constructivism learning environment, effective in assisting universities to facilitate lecturers to effectively implement learning through utilizing mobile devices. Results indicate a positive perspective of students in the use of mobile devices for formal and informal learning, based on the context-aware learning environment developed through the use of activity theory and ATKF.

Keywords: collaborative learning, cooperative learning, context-aware learning environment, mobile learning, pedagogy

Procedia PDF Downloads 566