Search results for: smartphone advertising
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 451

Search results for: smartphone advertising

211 Is There Relationship between Cyberchondria and Emotional Intelligence among Omani University Students? A Descriptive Correlational Study

Authors: Mohammed Qutishat, Khaldoun Aldiabat, Khaled Bader, Mohammad Al Qadire

Abstract:

Cyberchondria refers to the irrational increase of distress about the condition of one's health as a consequence of the World Wide Web quest for medical details. The aim of this study was to examine the relationship between emotional intelligence and cyberchondria among Omani university students. A descriptive correlational design was used to collect data from eligible 370 participants using the Emotional Intelligence Questionnaire, and the short-form version of the Cyberchondria Severity Scale (CSS-12) between January and May 2020 at XX University-Oman. The participants’ age ranged between 18 and 37 years (M = 20.28). The majority of the participants were female, 59.7% (n = 221), single 99.5% (368), in their second academic year, 29.2% (n =108). The mean score of cyberchondria experiences was 32.51, and the mean score of emotional intelligence was 34.91. Linear regression indicated a strong association between cyberchondria and emotional intelligence [F (34.639) = 5.885, P=.000], with a .086 R². In conclusion, the exchange of expertise and peer networking for health-related details utilizing the Internet can benefit students with and without having health problems. Further research and methods should be developed to help students track the online medical tools effectively for the right purposes.

Keywords: emotional intelligence, cyberchondria, smartphone addiction, social media

Procedia PDF Downloads 250
210 MyAds: A Social Adaptive System for Online Advertisment from Hypotheses to Implementation

Authors: Dana A. Al Qudah, Alexandra I. Critea, Rizik M. H. Al Sayyed, Amer Obeidah

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Online advertisement is one of the major incomes for many companies; it has a role in the overall business flow and affects the consumer behavior directly. Unfortunately most users tend to block their ads or ignore them. MyAds is a social adaptive hypermedia system for online advertising and its main goal is to explore how to make online ads more acceptable. In order to achieve such a goal, various technologies and techniques are used. This paper presents a theoretical framework as well as the system architecture for MyAds that was designed based on a set of hypotheses and an exploratory study. The system then was implemented and a pilot experiment was conducted to validate it. The main outcomes suggest that the system has provided personalized ads for users. The main implications suggest that the system can be used for further testing and validating.

Keywords: adaptive hypermedia, e-advertisement, social, hypotheses, exploratory study, framework

Procedia PDF Downloads 411
209 Empowering Rangatahi: Amplifying Youth Voices on Smartphone and Social Media Use in Aotearoa New Zealand

Authors: Melissa L Gould

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The uptick in social media users during the COVID-19 lockdowns has accelerated concerns about cellphone addiction, cyberbullying, and exposure to harmful content, particularly mis- and disinformation and extremist content. The validity of these concerns is synthesized for media technologists to expose the strategies behind social media and search platform technology and explain why they restrict their children from using it. Banning cell phones in schools, increasing age limits on social media accounts, and putting warning labels on social media are some of the solutions proposed to protect young people from smartphones and social media. Largely missing from these conversations are the voices of young people (rangatahi). Instead, their lived experiences are being told and managed by adults. This presentation will outline my research that amplified the voices and lived experiences of young people by positioning them as experts. Using The Social Dilemma as a discussion prompt, the focus groups of rangatahi in Aotearoa, New Zealand, provide a space for young people to articulate their own lived experiences and respond to the dominant narratives on their generation's use of smartphones and social media.

Keywords: social media, smart phones, young people, social dilemma

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208 The Level of Satisfaction of the Training Program from the ASEAN Camp II: A Camp to Prepare Human Resources for AEC 2015

Authors: Tanakom Potjanapitak, Kevin Wongleedee

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The purpose of this research study was to study the level of satisfaction of the faculty members who participated in the ASEAN camp which aimed to prepare them for the readiness of AEC 2015. The population of this study included all the faculty members who participated in the activities of the ASEAN camp during April, 2014. Based on the survey of 120 faculty members who answered the questionnaire, the data was complied by using SPSS. Mean and standard deviation were utilized in analyzing the data. The findings revealed that the average mean of satisfaction was 4.41, and standard deviation was 0.7188. Moreover, the average mean can be used to rank the level of satisfaction from each of the following factors: helpful knowledge, understandable knowledge, proper materials, suitable knowledge, schedule of activities, staff, and advertising.

Keywords: ASEAN camp, training, satisfaction, human resources

Procedia PDF Downloads 428
207 Development and Evaluation of a Cognitive Behavioural Therapy Based Smartphone App for Low Moods and Anxiety

Authors: David Bakker, Nikki Rickard

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Smartphone apps hold immense potential as mental health and wellbeing tools. Support can be made easily accessible and can be used in real-time while users are experiencing distress. Furthermore, data can be collected to enable machine learning and automated tailoring of support to users. While many apps have been developed for mental health purposes, few have adhered to evidence-based recommendations and even fewer have pursued experimental validation. This paper details the development and experimental evaluation of an app, MoodMission, that aims to provide support for low moods and anxiety, help prevent clinical depression and anxiety disorders, and serve as an adjunct to professional clinical supports. MoodMission was designed to deliver cognitive behavioural therapy for specifically reported problems in real-time, momentary interactions. Users report their low moods or anxious feelings to the app along with a subjective units of distress scale (SUDS) rating. MoodMission then provides a choice of 5-10 short, evidence-based mental health strategies called Missions. Users choose a Mission, complete it, and report their distress again. Automated tailoring, gamification, and in-built data collection for analysis of effectiveness was also included in the app’s design. The development process involved construction of an evidence-based behavioural plan, designing of the app, building and testing procedures, feedback-informed changes, and a public launch. A randomized controlled trial (RCT) was conducted comparing MoodMission to two other apps and a waitlist control condition. Participants completed measures of anxiety, depression, well-being, emotional self-awareness, coping self-efficacy and mental health literacy at the start of their app use and 30 days later. At the time of submission (November 2016) over 300 participants have participated in the RCT. Data analysis will begin in January 2017. At the time of this submission, MoodMission has over 4000 users. A repeated-measures ANOVA of 1390 completed Missions reveals that SUDS (0-10) ratings were significantly reduced between pre-Mission ratings (M=6.20, SD=2.39) and post-Mission ratings (M=4.93, SD=2.25), F(1,1389)=585.86, p < .001, np2=.30. This effect was consistent across both low moods and anxiety. Preliminary analyses of the data from the outcome measures surveys reveal improvements across mental health and wellbeing measures as a result of using the app over 30 days. This includes a significant increase in coping self-efficacy, F(1,22)=5.91, p=.024, np2=.21. Complete results from the RCT in which MoodMission was evaluated will be presented. Results will also be presented from the continuous outcome data being recorded by MoodMission. MoodMission was successfully developed and launched, and preliminary analysis suggest that it is an effective mental health and wellbeing tool. In addition to the clinical applications of MoodMission, the app holds promise as a research tool to conduct component analysis of psychological therapies and overcome restraints of laboratory based studies. The support provided by the app is discrete, tailored, evidence-based, and transcends barriers of stigma, geographic isolation, financial limitations, and low health literacy.

Keywords: anxiety, app, CBT, cognitive behavioural therapy, depression, eHealth, mission, mobile, mood, MoodMission

Procedia PDF Downloads 271
206 Multi-Modal Visualization of Working Instructions for Assembly Operations

Authors: Josef Wolfartsberger, Michael Heiml, Georg Schwarz, Sabrina Egger

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Growing individualization and higher numbers of variants in industrial assembly products raise the complexity of manufacturing processes. Technical assistance systems considering both procedural and human factors allow for an increase in product quality and a decrease in required learning times by supporting workers with precise working instructions. Due to varying needs of workers, the presentation of working instructions leads to several challenges. This paper presents an approach for a multi-modal visualization application to support assembly work of complex parts. Our approach is integrated within an interconnected assistance system network and supports the presentation of cloud-streamed textual instructions, images, videos, 3D animations and audio files along with multi-modal user interaction, customizable UI, multi-platform support (e.g. tablet-PC, TV screen, smartphone or Augmented Reality devices), automated text translation and speech synthesis. The worker benefits from more accessible and up-to-date instructions presented in an easy-to-read way.

Keywords: assembly, assistive technologies, augmented reality, manufacturing, visualization

Procedia PDF Downloads 165
205 English Learning Speech Assistant Speak Application in Artificial Intelligence

Authors: Albatool Al Abdulwahid, Bayan Shakally, Mariam Mohamed, Wed Almokri

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Artificial intelligence has infiltrated every part of our life and every field we can think of. With technical developments, artificial intelligence applications are becoming more prevalent. We chose ELSA speak because it is a magnificent example of Artificial intelligent applications, ELSA speak is a smartphone application that is free to download on both IOS and Android smartphones. ELSA speak utilizes artificial intelligence to help non-native English speakers pronounce words and phrases similar to a native speaker, as well as enhance their English skills. It employs speech-recognition technology that aids the application to excel the pronunciation of its users. This remarkable feature distinguishes ELSA from other voice recognition algorithms and increase the efficiency of the application. This study focused on evaluating ELSA speak application, by testing the degree of effectiveness based on survey questions. The results of the questionnaire were variable. The generality of the participants strongly agreed that ELSA has helped them enhance their pronunciation skills. However, a few participants were unconfident about the application’s ability to assist them in their learning journey.

Keywords: ELSA speak application, artificial intelligence, speech-recognition technology, language learning, english pronunciation

Procedia PDF Downloads 106
204 Colorimetric Detection of Ceftazdime through Azo Dye Formation on Polyethylenimine-Melamine Foam

Authors: Pajaree Donkhampa, Fuangfa Unob

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Ceftazidime is an antibiotic drug commonly used to treat several human and veterinary infections. However, the presence of ceftazidime residues in the environment may induce microbial resistance and cause side effects to humans. Therefore, monitoring the level of ceftazidime in environmental resources is important. In this work, a melamine foam platform was proposed for simultaneous extraction and colorimetric detection of ceftazidime based on the azo dye formation on the surface. The melamine foam was chemically modified with polyethyleneimine (PEI) and characterized by scanning electron microscopy (SEM) and Fourier transform infrared spectroscopy (FTIR). Ceftazidime is a sample that was extracted on the PEI-modified melamine foam and further reacted with nitrite in an acidic medium to form an intermediate diazonium ion. The diazotized molecule underwent an azo coupling reaction with chromotropic acid to generate a red-colored compound. The material color changed from pale yellow to pink depending on the ceftazidime concentration. The photo of the obtained material was taken by a smartphone camera and the color intensity was determined by Image J software. The material fabrication and ceftazidime extraction and detection procedures were optimized. The detection of a sub-ppm level of ceftazidime was achieved without using a complex analytical instrument.

Keywords: colorimetric detection, ceftazidime, melamine foam, extraction, azo dye

Procedia PDF Downloads 167
203 The Role of Brand Authenticity in Egyptian Destination Marketing

Authors: Hala Hilaly, Nermin Morsy, Jala Morsy Ibrahim

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Brand authenticity has a significant impact on brand trust and can help grow within the markets. Consumers have become more concerned with the 'authenticity' due to the doubt of credibility of the value of mass production. This is why people prefer authentic products, which making authenticity a cornerstone of contemporary marketing and a major factor for brand success. Therefore, it is important to embrace a culture that encourages and promotes authentic values. Hence, the purpose of the research is to investigate the impact of using local products as an authentic brand on promoting Egyptian tourist destination and explore the effect of Globalized authenticity on the local product in Egypt. Results confirmed that local products provide an excellent opportunity to worldwide advertising with positive impact on promoting Egypt as tourist destination. However, number of problems are facing local products in Egypt such as imported 'Made in China' products as well as other obstacles.

Keywords: authentic brand, contemporary marketing, destination marketing, local products

Procedia PDF Downloads 283
202 Self-Disclosure of Location: Influences of Personality Traits, Intrinsic Motivations and Extrinsic Motivations

Authors: Chechen Liao, Sheng Yi Lin

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With the popularity of smartphone usage and the flourish of social networks, many people began to use the 'check-in' functions to share their location information and days of live and self-disclosure. In order to increase exposure and awareness, some stores provide discounts and other benefits to attract consumers to 'check-in' in their stores. The purpose of this study was to investigate whether personality traits, intrinsic motivations, extrinsic motivations, and privacy concerns would affect self-disclosure of location for consumers. Research data were collected from 407 individuals that have used Facebook check-in in Taiwan. This study used SmartPLS 2.0 structural equation modeling to validate the model. The results show that information sharing, information storage, enjoyment, self-presentation, get a feedback, economic reward, and keep up with trends had significant positive effects on self-disclosure. While extroversion and openness to use have significant positive effects on self-disclosure, conscientiousness and privacy concerns have significant negative effects on self-disclosure. The results of the study provide academic and practical implications for the future growth of location-based self-disclosure.

Keywords: check-in, extrinsic motivation, intrinsic motivation, personality trait, self-disclosure

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201 Trends in Arabic Drama Series (Musalsalat) Production

Authors: Paradigm Shift

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In an overwhelmingly import oriented content bazaar of Arabian TV industry, Musalsalat stand unique in their indigenousness and mass popularity, being rivalled only by movies and football. The Arabic term ‘Musalsalat’ stands for drama series with episodes of 30-45 minutes duration; the format being close to Latin American Telenovela concept-clear cut stories with definitive endings that permit narrative closures. Traditionally Musalsalat were either situational comedies or religiously inspired. Present-day productions have started addressing historical, creative and socially progressive issues targeting the young and well-travelled audiences. Though these soaps get prime ratings throughout the year, it is during Ramadan, that they become a raving success in securing viewership. That Musalsalat have become paramount Ramadan programming is evident by their dominance on the grid and attracting heavy ad-spend. The number of Musalsalats produced specifically for Ramadan reached over 100 last year with Ramadan TV advertising amounting to USD1, 947bn constituting 21% of the total regional TV Adspend of USD 9,189bn.

Keywords: Musalsalat, drama, pan Arab, television

Procedia PDF Downloads 282
200 Sharing Experience in Authentic Learning for Mobile Security

Authors: Kai Qian, Lixin Tao

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Mobile devices such as smartphones are getting more and more popular in our daily lives. The security vulnerability and threat attacks become a very emerging and important research and education topic in computing security discipline. There is a need to have an innovative mobile security hands-on laboratory to provide students with real world relevant mobile threat analysis and protection experience. This paper presents an authentic teaching and learning mobile security approach with smartphone devices which covers most important mobile threats in most aspects of mobile security. Each lab focuses on one type of mobile threats, such as mobile messaging threat, and conveys the threat analysis and protection in multiple ways, including lectures and tutorials, multimedia or app-based demonstration for threats analysis, and mobile app development for threat protections. This authentic learning approach is affordable and easily-adoptable which immerse students in a real world relevant learning environment with real devices. This approach can also be applied to many other mobile related courses such as mobile Java programming, database, network, and any security relevant courses so that can learn concepts and principles better with the hands-on authentic learning experience.

Keywords: mobile computing, Android, network, security, labware

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199 Presenting Internals of Networks Using Bare Machine Technology

Authors: Joel Weymouth, Ramesh K. Karne, Alexander L. Wijesinha

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Bare Machine Internet is part of the Bare Machine Computing (BMC) paradigm. It is used in programming application ns to run directly on a device. It is software that runs directly against the hardware using CPU, Memory, and I/O. The software application runs without an Operating System and resident mass storage. An important part of the BMC paradigm is the Bare Machine Internet. It utilizes an Application Development model software that interfaces directly with the hardware on a network server and file server. Because it is “bare,” it is a powerful teaching and research tool that can readily display the internals of the network protocols, software, and hardware of the applications running on the Bare Server. It was also demonstrated that the bare server was accessible by laptop and by smartphone/android. The purpose was to show the further practicality of Bare Internet in Computer Engineering and Computer Science Education and Research. It was also to show that an undergraduate student could take advantage of a bare server with any device and any browser at any release version connected to the internet. This paper presents the Bare Web Server as an educational tool. We will discuss possible applications of this paradigm.

Keywords: bare machine computing, online research, network technology, visualizing network internals

Procedia PDF Downloads 172
198 Intelligent Technology for Real-Time Monitor and Data Analysis of the Aquaculture Toxic Water Concentration

Authors: Chin-Yuan Hsieh, Wei-Chun Lu, Yu-Hong Zeng

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The situation of a group of fish die is frequently found due to the fish disease caused by the deterioration of aquaculture water quality. The toxic ammonia is produced by animals as a byproduct of protein. The system is designed by the smart sensor technology and developed by the mathematical model to monitor the water parameters 24 hours a day and predict the relationship among twelve water quality parameters for monitoring the water quality in aquaculture. All data measured are stored in cloud server. In productive ponds, the daytime pH may be high enough to be lethal to the fish. The sudden change of the aquaculture conditions often results in the increase of PH value of water, lack of oxygen dissolving content, water quality deterioration and yield reduction. From the real measurement, the system can send the message to user’s smartphone successfully on the bad conditions of water quality. From the data comparisons between measurement and model simulation in fish aquaculture site, the difference of parameters is less than 2% and the correlation coefficient is at least 98.34%. The solubility rate of oxygen decreases exponentially with the elevation of water temperature. The correlation coefficient is 98.98%.

Keywords: aquaculture, sensor, ammonia, dissolved oxygen

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197 Employing QR Code as an Effective Educational Tool for Quick Access to Sources of Kindergarten Concepts

Authors: Ahmed Amin Mousa, M. Abd El-Salam

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This study discusses a simple solution for the problem of shortage in learning resources for kindergarten teachers. Occasionally, kindergarten teachers cannot access proper resources by usual search methods as libraries or search engines. Furthermore, these methods require a long time and efforts for preparing. The study is expected to facilitate accessing learning resources. Moreover, it suggests a potential direction for using QR code inside the classroom. The present work proposes that QR code can be used for digitizing kindergarten curriculums and accessing various learning resources. It investigates using QR code for saving information related to the concepts which kindergarten teachers use in the current educational situation. The researchers have established a guide for kindergarten teachers based on the Egyptian official curriculum. The guide provides different learning resources for each scientific and mathematical concept in the curriculum, and each learning resource is represented as a QR code image that contains its URL. Therefore, kindergarten teachers can use smartphone applications for reading QR codes and displaying the related learning resources for students immediately. The guide has been provided to a group of 108 teachers for using inside their classrooms. The results showed that the teachers approved the guide, and gave a good response.

Keywords: kindergarten, child, learning resources, QR code, smart phone, mobile

Procedia PDF Downloads 289
196 The Effect of Brand Mascots on Consumers' Purchasing Behaviors

Authors: Isari Pairoa, Proud Arunrangsiwed

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Brand mascots are the cartoon characters, which are mainly designed for advertising or other related marketing purposes. Many brand mascots are extremely popular, since they were presented in commercial advertisements and Line Stickers. Brand Line Stickers could lead the users to identify with the brand and brand mascots, where might influence users to become loyal customers, and share the identity with the brand. The objective of the current study is to examine the effect of brand mascots on consumers’ decision and consumers’ intention to purchase the product. This study involved 400 participants, using cluster sampling from 50 districts in Bangkok metropolitan area. The descriptive analysis shows that using brand mascot causes consumers' positive attitude toward the products, and also heightens the possibility to purchasing the products. The current study suggests the new type of marketing strategy, which is brand fandom. This study has also contributed the knowledge to the area of integrated marketing communication and identification theory.

Keywords: brand mascot, consumers’ behavior, marketing communication, purchasing

Procedia PDF Downloads 260
195 Investigating the Factors Affecting on One Time Passwords Technology Acceptance: A Case Study in Banking Environment

Authors: Sajad Shokohuyar, Mahsa Zomorrodi Anbaji, Saghar Pouyan Shad

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According to fast technology growth, modern banking tries to decrease going to banks’ branches and increase customers’ consent. One of the problems which banks face is securing customer’s password. The banks’ solution is one time password creation system. In this research by adapting from acceptance of technology model theory, assesses factors that are effective on banking in Iran especially in using one time password machine by one of the private banks of Iran customers. The statistical population is all of this bank’s customers who use electronic banking service and one time password technology and the questionnaires were distributed among members of statistical population in 5 selected groups of north, south, center, east and west of Tehran. Findings show that confidential preservation, education, ease of utilization and advertising and informing has positive relations and distinct hardware and age has negative relations.

Keywords: security, electronic banking, one time password, information technology

Procedia PDF Downloads 453
194 Are Values Reflected in Online Skincare Advertisements from the Philippines and Taiwan the Same?

Authors: Chih-Ping Chen

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In recent years, some scholars established the reflection of cultural values in advertisements. However, despite the Internet’s rapid development, few studies have focused on observing cross-cultural differences of values reflected in online advertisements. As mirrors of culture, advertisements are believed to reflect values relevant to consumers. Therefore, this research aims to examine the cultural values reflected on online skincare advertisements between countries with different cultural influences. We argue that culture affects the values presented in the slogans, endorsers, brand prominence, and product prominence of online advertisements; a concept that challenges the standardized manner of communication utilized by most multinational brands. Results highlight that the Philippines and Taiwan are neither located on extreme low-context nor extreme high-context cultures. Moreover, although advertisements reflect culture, it may be affected by potential value shifting caused by globalization, standardized communication, and the advertisers’ marketing priorities.

Keywords: cross-culture, cultural values, online advertising, prominence, beauty

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193 Green Marketing and Sustainable Development: Challenges and Opportunities

Authors: Guru P. S. Rangasamy

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In the cutting edge period of globalization, it has turned into a test to keep the clients and also shoppers in overlay and even keep our regular habitat safe and that is the greatest need of the time. Purchasers are likewise mindful of the ecological issues like a dangerous atmospheric deviation and the effect of natural contamination. Green showcasing is a marvel which has created specific critical in the present day advertise and has risen as an imperative idea in India, as in different parts of the creating and created world and is viewed as an essential procedure of encouraging practical improvement. In this exploration paper, primary accentuation has been made of idea, need, and significance of green promoting. It investigates the principle issues in reception of green showcasing hones. The paper portrays the present situation of Indian market and investigates the difficulties and openings organizations have with green advertising, why organizations are receiving it and eventual fate of green promoting and presumes that green showcasing is something that will consistently develop in both practice and request.

Keywords: environmental pollution, green marketing, globalization, global warming, sustainable development

Procedia PDF Downloads 289
192 Design Guidelines for an Enhanced Interaction Experience in the Domain of Smartphone-Based Applications for Sport and Fitness

Authors: Paolo Pilloni, Fabrizio Mulas, Salvatore Carta

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Nowadays, several research studies point up that an active lifestyle is essential for physical and mental health benefits. Mobile phones have greatly influenced people’s habits and attitudes also in the way they exercise. Our research work is mainly focused on investigating how to exploit mobile technologies to favour people’s exertion experience. To this end, we developed an exertion framework users can exploit through a real world mobile application, called BLINDED, designed to act as a virtual personal trainer to support runners during their trainings. In this work, inspired by both previous findings in the field of interaction design for people with visual impairments, feedback gathered from real users of our framework, and positive results obtained from two experimentations, we present some new interaction facilities we designed to enhance the interaction experience during a training. The positive obtained results helped us to derive some interaction design recommendations we believe will be a valid support for designers of future mobile systems conceived to be used in circumstances where there are limited possibilities of interaction.

Keywords: human computer interaction, interaction design guidelines, persuasive mobile technologies for sport and health

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191 Hydroclean Smartbin Solution for Plastic Pollution Crisis

Authors: Anish Bhargava

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By 2050, there will be more plastic than fish in our oceans. 51 trillion micro-plastics pollute our waters and contaminate the food on our plates, increasing the risk of tumours and diseases such as cancer. Our product is a solution to the ever-growing problem of plastic pollution. We call it the SmartBin. The SmartBin is a cylindrical device which will float just below the surface of the water, able to move with the aid of 4 water thrusters situated on the sides. As it floats, our SmartBin will suck water into itself and pump it out through the bottom. All waste is collected into a reusable filter including microplastics measuring down to 1.5mm. A speaker emitting sound at a frequency of 9 hertz ensures marine life stays away from the SmartBin. Featured along with our product is a smartphone app which will enable the user to designate an area for the SmartBin to cover on a satellite image. The SmartBin will then return to its start position near the shore, configured through the app. As global pressure to tackle water pollution continues to increase, environmental spending increases too. As our product provides an effective solution to this issue, we can seize the opportunity and scale our company. Our product is unparalleled. It can move at a high speed, covering a wide area rather than being restricted to one position. We target not only oceans and sea-shores, but also rivers, lakes, reservoirs and canals, as they are much easier to access and control.

Keywords: water, plastic, pollution, solution, hydroclean, smartbin, cleanup

Procedia PDF Downloads 206
190 Geographical Data Visualization Using Video Games Technologies

Authors: Nizar Karim Uribe-Orihuela, Fernando Brambila-Paz, Ivette Caldelas, Rodrigo Montufar-Chaveznava

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In this paper, we present the advances corresponding to the implementation of a strategy to visualize geographical data using a Software Development Kit (SDK) for video games. We use multispectral images from Landsat 7 platform and Laser Imaging Detection and Ranging (LIDAR) data from The National Institute of Geography and Statistics of Mexican (INEGI). We select a place of interest to visualize from Landsat platform and make some processing to the image (rotations, atmospheric correction and enhancement). The resulting image will be our gray scale color-map to fusion with the LIDAR data, which was selected using the same coordinates than in Landsat. The LIDAR data is translated to 8-bit raw data. Both images are fused in a software developed using Unity (an SDK employed for video games). The resulting image is then displayed and can be explored moving around. The idea is the software could be used for students of geology and geophysics at the Engineering School of the National University of Mexico. They will download the software and images corresponding to a geological place of interest to a smartphone and could virtually visit and explore the site with a virtual reality visor such as Google cardboard.

Keywords: virtual reality, interactive technologies, geographical data visualization, video games technologies, educational material

Procedia PDF Downloads 246
189 The Factors Affecting Customers’ Trust on Electronic Commerce Website of Retail Business in Bangkok

Authors: Supattra Kanchanopast

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The purpose of this research was to identify factors that influenced the trust of e-commerce within retail businesses. In order to achieve the objectives of this research, the researcher collected data from random e-commerce users in Bangkok. The data was comprised of the results of 382 questionnaires. The data was analyzed by using descriptive statistics, which included frequency, percentages, and the standard deviation of pertinent factors. Multiple regression analysis was also used. The findings of this research revealed that the majority of the respondents were female, 25-40 years old, and graduated a bachelor degree. The respondents mostly worked in private sectors and had monthly income between 15,000-25,000 baht. The findings also indicate that information quality factors, website design factors, service quality factor, security factor and advertising factors as significant factors effecting customer trust of e-commerce in online retail. The hypotheses testing revealed that these factors in e-commerce had an effect on customer’s trust in the same direction with high level.

Keywords: e-commerce, online retail, Retail business, trust, website

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188 Brand Placement Strategies in Turkey: The Case of “Yalan Dünya”

Authors: Burçe Boyraz

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This study examines appearances of brand placement as an alternative communication strategy in television series by focusing on Yalan Dünya which is one of the most popular television series in Turkey. Consequently, this study has a descriptive research design and quantitative content analysis method is used in order to analyze frequency and time data of brand placement appearances in first 3 seasons of Yalan Dünya with 16 episodes. Analysis of brand placement practices in Yalan Dünya is dealt in three categories: episode-based analysis, season-based analysis and comparative analysis. At the end, brand placement practices in Yalan Dünya are evaluated in terms of type, form, duration and legal arrangements. As a result of this study, it is seen that brand placement plays a determinant role in Yalan Dünya content. Also, current legal arrangements make brand placement closer to other traditional communication strategies instead of differing brand placement from them distinctly.

Keywords: advertising, alternative communication strategy, brand placement, Yalan Dünya

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187 The Antecedents of Customer-to-Customer Interaction to Brand and Communication Strategy: A Marketer’s Perspective

Authors: Kartina Sury Kariman

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Brand-to-customer (B2C) engagement has been well established through the traditional platform such as direct sales, advertising, customer service center, customer hotline as well as brand usage experiences. Increasingly, interest to B2C has evolved to include customer-to-customer (C2C) interaction analysis aligned with the vast growth of web 2.0. Hence, discussion on C2C interaction and brand strategy have captured social media as it enables brands and C2C interaction to be connected in various ways, providing opportunities for marketers to shape their brand engagement strategy while reaching C2C as the targeted outcomes. The objective here is to provide a preliminary review of C2C interaction consisting the antecedents and consequences while highlighting areas of research interest within the context from marketers perspective and the business outcomes. This paper discusses how C2C interaction defines marketers’ brand and communication strategy and how social media trend shapes the strategy when promoting the awareness of life insurance industry and educating the target market.

Keywords: social media, brand engagement, customer interaction, customer engagement, brand strategy, life insurance

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186 Enhancement of Transaction's Authentication for the Europay, MasterCard, and Visa Contactless Card Payments

Authors: Ossama Al-Maliki

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Europay, MasterCard, and Visa (EMV) is one of the most popular payment protocol in the world. The EMV protocol supports Chip and PIN Transactions, Chip and Signature transactions, and Contactless transactions. This protocol suffers from tens of £ millions of lost per year due to many fraudulent payments. This is due to several reported vulnerable points in the protocols used for such payments that allow skimming, replay, cloning, Mole Point of Sale (POS), relay, and other attacks to be conducted. In this paper, we are focusing on the EMV contactless specification and we have proposed two proposal solutions to the addition of a localization factor to enhance the payment authentication of such transactions designed to prevent relay, cloning, and Mole-POS attacks. Our proposed solution is a back-end localization scheme to help the Issuer-Bank compare the location of the genuine cardholder in relation to the used POS. Our scheme uses 'something you have' which is the Cardholder Smartphone (CSP) to provide the location of the cardholder at the time of the transaction and without impacting the contactless payment time/protocol. The Issuer-bank obtain the CSP Location using tried and tested localization techniques, and independently of the cardholder. Both of our proposal solutions do not require infrastructure changes, and it uses existing EMV/SP protocol messages to communicate our scheme information.

Keywords: NFC, RFID, contactless card, authentication, location, EMV

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185 Lightweight Hybrid Convolutional and Recurrent Neural Networks for Wearable Sensor Based Human Activity Recognition

Authors: Sonia Perez-Gamboa, Qingquan Sun, Yan Zhang

Abstract:

Non-intrusive sensor-based human activity recognition (HAR) is utilized in a spectrum of applications, including fitness tracking devices, gaming, health care monitoring, and smartphone applications. Deep learning models such as convolutional neural networks (CNNs) and long short term memory (LSTM) recurrent neural networks (RNNs) provide a way to achieve HAR accurately and effectively. In this paper, we design a multi-layer hybrid architecture with CNN and LSTM and explore a variety of multi-layer combinations. Based on the exploration, we present a lightweight, hybrid, and multi-layer model, which can improve the recognition performance by integrating local features and scale-invariant with dependencies of activities. The experimental results demonstrate the efficacy of the proposed model, which can achieve a 94.7% activity recognition rate on a benchmark human activity dataset. This model outperforms traditional machine learning and other deep learning methods. Additionally, our implementation achieves a balance between recognition rate and training time consumption.

Keywords: deep learning, LSTM, CNN, human activity recognition, inertial sensor

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184 Collaborative Economy in Developing Countries: Perspectives from the Philippines

Authors: Ivy Jessen Galvan

Abstract:

Over the past decade, a phenomenon has emerged at the frontier of the digital economy: a wave of ‘disruptive’ technologies that offer digital solutions to variety of everyday problems, challenging the way traditional industries operate. Most of these disruptive technologies are applications ('apps') that rely on the Internet to connect people to people for sharing, selling, renting, or lending, creating a unique economic model wherein users provide for other users’ demand – called 'collaborative economy.' Although collaborative economy is spreading in every part of the world, there may be different ways in which this phenomenon is unfolding throughout the developing countries. In this study, the characteristics of collaborative economy in the Philippines are highlighted and compared from observations in the developed world. The paper looks at two leading collaborative economy ventures in the Philippines – Grab and Shopee – probing into how these smartphone-based platforms place technology into the 'micro-frictions' of the Philippine developing context. Using framing analysis on interviews conducted among Grab and Shopee users in Metro Manila, three frames have been identified: 1) metropolitan solution; 2) financial inclusion and; 3) formalization of labor. This research contextualizes the Fourth Industrial Revolution in ASEAN by analyzing the effect of a digital economy in everyday life.

Keywords: ASEAN Unicorns, collaborative economy, developing countries, fourth industrial revolution

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183 Deconstructing Abraham Maslow’s Hierarchy of Needs: A Comparison of Organizational Behaviour and Branding Perspectives

Authors: Satya Girish Goparaju

Abstract:

It is said that the pyramid of Needs is not an invention by Maslow but only a graphical representation of his theory. It is also interesting to note how business management schools have adopted this interpreted theory to organizational behavior and marketing subjects. Against this background, this article attempts to raise the point that the hierarchy of needs proposed by Abraham Maslow need not necessarily be represented in a pyramid, but a linear model would be more eligible in the present times. To propose this point, this article presents needs a comparative study of ‘self-actualization’ (the apex of the pyramid) in organizational behavior and branding contexts, respectively. This article tries to shed light on the original theory proposed by Maslow, which stated that self-actualization is attained through living one’s life completely and not by satisfying individual needs. Therefore, in an organizational behavior perspective, it can be understood that self-actualization is irrelevant as an employee’s life is not the work and the satisfied needs in a workplace will only make the employee perform better. In the same way, a brand does not sell products to satisfy all needs of a consumer and does not have a role directly in attaining self-actualization. For the purpose of this study, select employees of a branding agency will participate in responding to a questionnaire to answer both as employees of an organization and also as consumers of a global smartphone brand. This study aims to deconstruct the interpretations that have been widely accepted by both organizational behavior and branding professionals.

Keywords: branding, marketing, needs, organizational behavior, psychology

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182 Using Mobile Phones for M-Learning in Higher Education: A Comparative Study

Authors: Islam Elsayed Hussein Ali, Stefan M. Wagner

Abstract:

Smartphone and tablet computers, as well as other ultra portable devices, have already gained enough critical mass to be considered mainstream devices, being present in the daily lives of millions of higher education students. Many universities throughout the world have already adopted or are planning to adopt mobile technologies in many of their courses as a better way to connect students with the subjects they are studying. These new mobile platforms allow students to access content anywhere/anytime to immerse himself/herself into that content (alone or interacting with teachers or colleagues via web communication forms) and to interact with that content in ways that were not previously possible. This paper plans to provide a thorough overview of the possibilities and consequences of m-learning in higher education environments as a gateway to ubiquitous learning – perhaps the ultimate form of learner engagement, since it allows the student to learn, access and interact with important content in any way or at any time or place he might want so the objective of the study is to examine how the usage of mobile phones for m-learning differs between heavy and light mobile phone users at TU Braunschweig. Heavy mobile phone users are hypothesized to have access to/subscribe to one type of mobile content than light mobile phone users, to have less frequent access to, subscribe to or purchase mobile content within the last year than light mobile phone users, and to pay less money for mobile learning, its content and mobile games than light mobile phone users.

Keywords: mobile learning, technologies, applications, higher education

Procedia PDF Downloads 415