Search results for: computer experience
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2114

Search results for: computer experience

2114 Assessing Pre-Service Teachers' Computer PhobiaLevels in terms of Gender and Experience, Turkish Sample

Authors: Ö.F. Ursavas, H. Karal

Abstract:

In this study it is aimed to determine the level of preservice teachers- computer phobia. Whether or not computer phobia meaningfully varies statistically according to gender and computer experience has been tested in the study. The study was performed on 430 pre-service teachers at the Education Faculty in Rize/Turkey. Data in the study were collected through the Computer Phobia Scale consisting of the “Personal Knowledge Questionnaire", “Computer Anxiety Rating Scale", and “Computer Thought Survey". In this study, data were analyzed with statistical processes such as t test, and correlation analysis. According to results of statistical analyses, computer phobia of male pre-service teachers does not statistically vary depending on their gender. Although male preservice teachers have higher computer anxiety scores, they have lower computer thought scores. It was also observed that there is a negative and intensive relation between computer experience and computer anxiety. Meanwhile it was found out that pre-service teachers using computer regularly indicated lower computer anxiety. Obtained results were tried to be discussed in terms of the number of computer classes in the Education Faculty curriculum, hours of computer class and the computer availability of student teachers.

Keywords: Computer phobia, computer anxiety, computer thought, pre-service teachers.

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2113 Prospective Class Teachers- Computer Experiences and Computer Attitudes

Authors: L. Deniz

Abstract:

The main purpose of the research is to investigate the computer experiences and computer attitudes of prospective class teachers. The research also investigated the differences between computer attitudes and computer experiences, computer competencies and the influence of genders. Ninety prospective class teachers participated in the research. Computer Attitude Scale- Marmara (CAS-M), and a questionnaire, about their computer experiences, and opinions toward the use of computers in the classroom setting, were administrated. The major findings are as follows: (1) 62% of prospective class teachers have computer at home; (2) 50% of the computer owners have computers less than three years; (3) No significant differences were found between computer attitudes and gender; (4) Differences were found between general computer attitudes and computer liking attitudes of prospective class teachers based on their computer competencies in favor of more competent ones.

Keywords: Computer attitude, computer experience, prospective class teacher

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2112 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad

Abstract:

In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.

Keywords: Purchase intention, telepresence, product experience, interactive experience.

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2111 The Attitude of High School Teachers in Saudi Arabia towards Computers: Qualitative Study

Authors: Manal O. Alothman, Judy. Robertson

Abstract:

Teachers can play a huge role in encouraging students to use computers and can affect students’ attitudes towards computers. So understanding teachers’ beliefs and their use of computers is an important way to create effective motivational systems for teachers to use computers in the classroom in an effective way. A qualitative study (6 focus group) was carried out among Saudi High school teachers, both male and female, to examine their attitudes towards computers and to find out their computer skills and usage. The study showed a gender differences in that females were less likely to attend computer workshops, females also had less computer skills, and they have more negative attitudes towards computers than males. Also the study found that low computer skills in the classroom made students unlikely to have the lessons presented using computers. Furthermore, the study found some factors that effected teachers’ attitudes towards computers. These factors were computer experience and confidence as much having skills and good experience in computer use, the role and importance of computers had become in their life and in teaching as well.

Keywords: Attitude, Education, Student, Teacher, Technology.

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2110 User Experience Evolution Lifecycle Framework

Authors: Maissom Qanber Abbasi, Philip Lew, Irfan Rafique, Zhang Li

Abstract:

Perceptions of quality from both designers and users perspective have now stretched beyond the traditional usability, incorporating abstract and subjective concepts. This has led to a shift in human computer interaction research communities- focus; a shift that focuses on achieving user experience (UX) by not only fulfilling conventional usability needs but also those that go beyond them. The term UX, although widely spread and given significant importance, lacks consensus in its unified definition. In this paper, we survey various UX definitions and modeling frameworks and examine them as the foundation for proposing a UX evolution lifecycle framework for understanding UX in detail. In the proposed framework we identify the building blocks of UX and discuss how UX evolves in various phases. The framework can be used as a tool to understand experience requirements and evaluate them, resulting in better UX design and hence improved user satisfaction.

Keywords: Usability, user experience lifecycle, user satisfaction

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2109 Authentic Learning for Computer Network with Mobile Device-Based Hands-On Labware

Authors: Kai Qian, Ming Yang, Minzhe Guo, Prabir Bhattacharya, Lixin Tao

Abstract:

Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience. 

Keywords: Mobile computing, android, network, labware.

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2108 Active Learning in Computer Exercises on Electronics

Authors: Zoja Raud, Valery Vodovozov

Abstract:

Modelling and simulation provide effective way to acquire engineering experience. An active approach to modelling and simulation proposed in the paper involves, beside the compulsory part directed by the traditional step-by-step instructions, the new optional part basing on the human’s habits to design thus stimulating the efforts towards success in active learning. Computer exercises as a part of engineering curriculum incorporate a set of effective activities. In addition to the knowledge acquired in theoretical training, the described educational arrangement helps to develop problem solutions, computation skills, and experimentation performance along with enhancement of practical experience and qualification.

Keywords: Modelling, simulation, engineering education, electronics, active learning.

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2107 Instructional Design and Development Utilizing Technology: A Student Perspective

Authors: Lisa M. Weltzer-Ward, Abbie Brown

Abstract:

The sequence Analyze, Design, Develop, Implement, and Evaluate (ADDIE) provides a powerful methodology for designing computer-based educational materials. Helping students to understand this design process sequence may be achieved by providing them with direct, guided experience. This article examines such help and guidance and the overall learning process from a student-s personal experience.

Keywords: ADDIE, education, instructional design, web design.

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2106 Individual Differences and Paired Learning in Virtual Environments

Authors: Patricia M. Boechler, Heather M. Gautreau

Abstract:

In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.

Keywords: Avatar-based, virtual environment, paired learning, individual differences.

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2105 Understanding Cruise Passengers’ On-board Experience throughout the Customer Decision Journey

Authors: Sabina Akter, Osiris Valdez Banda, Pentti Kujala, Jani Romanoff

Abstract:

This paper examines the relationship between on-board environmental factors and customer overall satisfaction in the context of the cruise on-board experience. The on-board environmental factors considered are ambient, layout/design, social, product/service and on-board enjoyment factors. The study presents a data-driven framework and model for the on-board cruise experience. The data are collected from 893 respondents in an application of a self-administered online questionnaire of their cruise experience. This study reveals the cruise passengers’ on-board experience through the customer decision journey based on the publicly available data. Pearson correlation and regression analysis have been applied, and the results show a positive and a significant relationship between the environmental factors and on-board experience. These data help understand the cruise passengers’ on-board experience, which will be used for the ultimate decision-making process in cruise ship design.

Keywords: Cruise behavior, on-board environmental factors, on-board experience, user or customer satisfaction.

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2104 An Interactive 3D Experience for the Creation of Personalized Styling

Authors: Dawei Lin

Abstract:

This research proposes an Interactive 3D Experience to enhance customer value in the fantasy era. As products reach maturity, they become more similar in the range of functions that they provide. This leads to competition via reduced retail price and ultimately reduced profitability. A competitive design method is therefore needed that can produce higher value products. An Enhanced Value Experience has been identified that can assist designers to provide quality products and to give them a unique positioning. On the basis of this value opportunity, the method of Interactive 3D Experience has been formulated and applied to the domain of retail furniture. Through this, customers can create their own personalized styling via the interactive 3D platform.

Keywords: Interactive 3D experience, enhanced valueexperience, value opportunity, personalized styling.

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2103 The influence of Local Export Externalities and Firm International Experience on Export Performance

Authors: Isabel Díez Vial, Marta Fernández Olmoss

Abstract:

This research tries to analyze the role that knowledge about foreign markets has in increasing firms- exports in clustered spaces. We consider two interrelated sources of knowledge: firms- direct experience and indirect experience from other clustered firms – export externalities. In particular, it is proposed that firms would improve their export performance by accessing to export externalities if they have some previous direct experience that allows them to identify, understand and exploit them. Also, we propose that this positive influence of previous direct experience on export externalities keeps only up to a point, where it becomes negative, creating an inverted “U" shape. Empirical evidence gathered among wine producers located in La Rioja tends to confirm that firms enjoy of export externalities if they have export experience along several years and countries increase their export performance. While this relationship becomes less relevant as they develop a higher experience, we could not confirm the existence of a curvilinear relationship in their influence on export externalities and export performance.

Keywords: Clusters, curvilinear relationship, absorptive capacity

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2102 An Experience Report on Course Teaching in Information Systems

Authors: Carlos Oliveira

Abstract:

This paper is a criticism of the traditional model of teaching and presents alternative teaching methods, different from the traditional lecture. These methods are accompanied by reports of experience of their application in a class. It was concluded that in the lecture, the student has a low learning rate and that other methods should be used to make the most engaging learning environment for the student, contributing (or facilitating) his learning process. However, the teacher should not use a single method, but rather a range of different methods to ensure the learning experience does not become repetitive and fatiguing for the student.

Keywords: Educational practices, experience report, IT in education, teaching methods.

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2101 A Study of the Impact of Discrimination Experience on Life Satisfaction in Korean Women with Severe Disabilities

Authors: Soungwan Kim

Abstract:

The present study analyzed the effect of discrimination experience on the life satisfaction in women with severe disabilities and the mediating effect of disability acceptance. In verifying this mediating effect of disability acceptance between discrimination experience and life satisfaction, both discrimination experience and disability acceptance were found to be statistically significant in the first and second phases. Disability acceptance was found to have a mediating effect on the relationship between discrimination experience and life satisfaction. Based on this finding, measures for enhancing the quality of life in individuals with disabilities that experience low levels of life satisfaction were proposed.

Keywords: Disability Discrimination, Disability Acceptance, Life Satisfaction, Mediating Effect.

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2100 Evaluating Factors Affecting Audiologists’ Diagnostic Performance in Auditory Brainstem Response Reading: Training and Experience

Authors: M. Zaitoun, S. Cumming, A. Purcell

Abstract:

This study aims to determine if audiologists' experience characteristics in ABR (Auditory Brainstem Response) reading is associated with their performance in interpreting ABR results. Fifteen ABR traces with varying degrees of hearing level were presented twice, making a total of 30. Audiologists were asked to determine the hearing threshold for each of the cases after completing a brief survey regarding their experience and training in ABR administration. Sixty-one audiologists completed all tasks. Correlations between audiologists’ performance measures and experience variables suggested significant associations (p < 0.05) between training period in ABR testing and audiologists’ performance in terms of both sensitivity and accuracy. In addition, the number of years conducting ABR testing correlated with specificity. No other correlations approached significance. While there are relatively few significant correlations between ABR performance and experience, accuracy in ABR reading is associated with audiologists’ length of experience and period of training. To improve audiologists’ performance in reading ABR results, an emphasis on the importance of training should be raised and standardized levels and period for audiologists training in ABR testing should also be set.

Keywords: ABR, audiology, performance, training, experience.

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2099 Spatial Abilities, Memory and Intellect of Drivers with Different Level of Professional Experience

Authors: N. Khon, A. Kim, T. Mukhitdinova

Abstract:

The aim of this research was to reveal the link between mental variables, such as spatial abilities, memory, intellect and professional experience of drivers. Participants were allocated to four groups: no experience, inexperienced, skilled and professionals (total 85 participants). The level of ability for spatial navigation and indicator of nonverbal memory grow along the process of accumulation of driving experience. At high levels of driving experience, this tendency is especially noticeable. The professionals having personal achievements in driving (racing) differ from skilled drivers in better feeling of direction, which is specific for them not just in a short-term situation of an experimental task, but also in life-size perspective. The level of ability of mental rotation does not grow with the growth of driving experience, which confirms the multiple intelligence theory according to which spatial abilities represent specific, other than logical intelligence type of intellect. The link between spatial abilities, memory, intellect and professional experience of drivers seems to be different relating spatial navigation or mental rotation as different kinds of spatial abilities.

Keywords: Memory, spatial abilities, intellect, drivers.

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2098 The Evolving Customer Experience Management Landscape: A Case Study on the Paper Machine Companies

Authors: Babak Mohajeri, Sen Bao, Timo Nyberg

Abstract:

Customer experience is increasingly the differentiator between successful companies and those who struggle. Currently, customer experiences become more dynamic; and they advance with each interaction between the company and a customer. Every customer conversation and any effort to evolve these conversations would be beneficial and should ultimately result in a positive customer experience. The aim of this paper is to analyze the evolving customer experience management landscape and the relevant challenges and opportunities. A case study on the “paper machine” companies is chosen. Hence, this paper analyzes the challenges and opportunities in customer experience management of paper machine companies for the case of “road to steel”. Road to steel shows the journey of steel from raw material to end product (i.e. paper machine in this paper). ALPHA (Steel company) and BETA (paper machine company), are chosen and their efforts to evolve the customer experiences are investigated. Semi-structured interviews are conducted with experts in those companies to identify the challenges and opportunities of the evolving customer experience management from their point of view. The findings of this paper contribute to the theory and business practices in the realm of the evolving customer experience management landscape.

Keywords: Customer experience management, paper machine risk analysis, value chain management.

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2097 Experience-based Learning Program for Electronic Circuit Design

Authors: Koyu Chinen, Haruka Mikamori

Abstract:

A new multi-step comprehensive experience-based learning program was developed and carried out so that the students understood about what was the principle of the circuit function and how the designed circuit was used in actual advanced applications.

Keywords: Electronic circuit education, Experience based learning, Comprehensive education,

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2096 The Practical Delivery Room Experience of Nursing Students at Suranaree University of Technology

Authors: Nareeluk Suwannobol, Lakkhana Suwachan

Abstract:

The purpose of this study was to study the practical delivery room experience of nursing students. The respondents were 6 junior nursing students of Suranaree University of Technology who had a direct experience from practicing in a delivery room between January 9 and March 30, 2012 as part of Nursing Care of the Family and Midwifery 3. The data was collected by using in-depth interview, observation, and reflective report. The results of the study found that the practical delivery room experience of nursing students consisted of three issues: 1) stress and coping with stress during practical exercise, 2) changes in daily routine, and 3) source during practical exercise. The results of this study would lead to the understanding of the meaning of the practical exercise of nursing students.

Keywords: Delivery Room, Practical Experience, Nursing Students.

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2095 Teachers’ Emotional Experience in Online Classes in Adult Education in Selected European Countries

Authors: Andreas Ahrens, Jelena Zascerinska

Abstract:

Emotions are crucial in online classes in adult education. Despite that, a little attention was devoted to the emotional experience of being an online teacher in the field of andragogy, and the online teacher’s emotional perspectives in ever changing environments have to be analysed. The paper aims at the analysis of teachers’ emotional experience in online classes in adult education in selected European countries. The research tends to propose implications for training of teachers who work in online classes in adult education. The survey was conducted in April 2022. In the selected European countries 78 respondents took part in the study. Among them, 30 respondents represented Germany, 28 respondents Greece, and 20 respondents were from Italy. The theoretical findings allow defining teacher emotional experience. The analysis of the elements of the respondents’ emotional experience allows concluding that teachers’ attitude to online classes has to be developed. The key content for teacher training is presented. Directions of further work are proposed.

Keywords: Adult education, online classes, teacher emotional experience, European countries.

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2094 6DSpaces: Multisensory Interactive Installations

Authors: Pedro Campos, Miguel Campos, Carlos Ferreira

Abstract:

Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.

Keywords: interaction design, human-computer interaction, multimedia, multisensory installations

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2093 Integrating Wearable Devices in Real-Time Computer Applications of Petrochemical Systems

Authors: Paul B. Stone, Subhashini Ganapathy, Mary E. Fendley, Layla Akilan

Abstract:

As notifications become more common through mobile devices, it is important to understand the impact of wearable devices for improved user experience of man-machine interfaces. This study examined the use of a wearable device for a real-time system using a computer simulated petrochemical system. The key research question was to determine how using information provided by the wearable device can improve human performance through measures of situational awareness and decision making. Results indicate that there was a reduction in response time when using the watch and there was no difference in situational awareness. Perception of using the watch was positive, with 83% of users finding value in using the watch and receiving haptic feedback.

Keywords: computer applications, haptic feedback, petrochemical systems, situational awareness, wearable technology

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2092 The World of Great Wines: The Douro Valley Experience

Authors: A. Oliveira-Brochado, R. Silva, C. Paulino

Abstract:

The aim of this paper is to use an experiential view of wine tourism to develop a battery of items that can potentially capture the overall Douro Valley experience from the tourist’s perspective. The Douro Valley, a UNESCO World Heritage region located in Portugal, was the target of this study. The research took a mixed approach using both qualitative and quantitative designs. Firstly, we combine the literature review on service quality scales with a content analysis of five in-depth interviews with winery managers and a focus group with wine tourists to identify the main dimensions of the overall tourism experience and to develop a battery of items for each dimension. Eight dimensions of the overall wine tourism experience came out, as follows: winery service and staff, winery facilities, winery service, wine product, wine region environment, wine region accessibilities, wine region´s offerings, and the wine region and winery reputation.

Keywords: Wine tourism, Douro region, survey, wineries, experience.

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2091 Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users

Authors: Jamie Otelsberg, Nagarajan Akshay, Rao R. Bhavani

Abstract:

This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.

Keywords: User interface design, digitally illiterate, vocational training, navigation issues, computer human interaction, human factors.

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2090 Impact of Personality and Loneliness on Life: Role of Online Flow Experiences

Authors: Asmita Shukla, Soma Parija

Abstract:

The present study examines the mediating effect of online flow experience on the relationship between extraversionintroversion, locus of control and loneliness, and depression and satisfaction with life. The data was obtained using a structured questionnaire prepared by adapting standardized scales available from a sample of 102 engineering students from different technical institutions at Bhubaneswar, India. The results indicate that there is a positive significant relationship between introversion, external locus of control, loneliness, depression and online flow experience, and extraversion, internal locus of control and satisfaction with life. The results also suggest that online flow experience mediates the relationship between the aforementioned variables.

Keywords: Life satisfaction and depression, loneliness, online flow experience, personality.

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2089 Creative Experience and Revisit Intention of Handmade Oriental Parasol Umbrella in Kaohsiung

Authors: Yi-Ju Lee

Abstract:

This study identified the hypothesised relationship between creative experience, and revisit intention of handmade oriental parasol umbrella in Kaohsiung, Taiwan. A face-to-face questionnaire survey was administered in Meinong town, Kaohsiung. The components of creative experience were found as “sense of achievement”, “unique learning” and “interaction with instructors” in creative tourism. The result also revealed significant positive relationships between creative experience and revisit intention in handmade activities. This paper provides additional suggestions for enhancing revisit intention and guidance regarding creative tourism.

Keywords: Creative tourism, Sense of achievement, Unique learning, Interaction with instructors, Folk art.

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2088 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

Abstract:

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 EverywhereSport Run (EWRun), 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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2087 Educational Experiences in Engineering in the COVID-19 Era and Their Comparative Analysis: Spain, March-June 2020

Authors: Borja Bordel, Ramón Alcarria, Marina Pérez

Abstract:

In March 2020, in Spain, a sanitary and unexpected crisis caused by COVID-19 was declared. All of a sudden, all degrees, classes and evaluation tests and projects had to be transformed into online activities. However, the chaotic situation generated by a complex operation like that, executed without any well-established procedure, led to very different experiences and, finally, results. In this paper, we are describing three experiences in two different Universities in Madrid. On the one hand, the Technical University of Madrid, a public university with little experience in online education was considered. On the other hand, Alfonso X el Sabio University, a private university with more than five years of experience in online teaching was involved. All analyzed subjects were related to computer engineering. Professors and students answered a survey and personal interviews were also carried out. Besides, the professors’ workload and the students’ academic results were also compared. From the comparative analysis of all these experiences, we are extracting the most successful strategies, methodologies, and activities. The recommendations in this paper will be useful for courses during the next months when the sanitary situation is still affecting an educational organization. While, at the same time, they will be considered as input for the upcoming digitalization process of higher education.

Keywords: educational experience, online education, higher education digitalization, COVID, Spain

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2086 Health Hazards Related to Computer Use: Experience of the National Institute for Medical Research in Tanzania

Authors: V. P. Mvungi, J. Mcharo, M. E. Mmbuji, L. E. Mgonja, A. Y. Kitua

Abstract:

This paper is based on a study conducted in 2006 to assess the impact of computer usage on health of National Institute for Medical Research (NIMR) staff. NIMR being a research Institute, most of its staff spend substantial part of their working time on computers. There was notion among NIMR staff on possible prolonged computer usage health hazards. Hence, a study was conducted to establish facts and possible mitigation measures. A total of 144 NIMR staff were involved in the study of whom 63.2% were males and 36.8% females aged between 20 and 59 years. All staff cadres were included in the sample. The functions performed by Institute staff using computers includes; data management, proposal development and report writing, research activities, secretarial duties, accounting and administrative duties, on-line information retrieval and online communication through e-mail services. The interviewed staff had been using computers for 1-8 hours a day and for a period ranging from 1 to 20 years. The study has indicated ergonomic hazards for a significant proportion of interviewees (63%) of various kinds ranging from backache to eyesight related problems. The authors highlighted major issues which are substantially applicable in preventing occurrences of computer related problems and they urged NIMR Management and/or the government of Tanzania opts to adapt their practicability.

Keywords: Computers ergonomic hazards, computer usagehealth hazards.

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2085 Tourists, on Marine Sport Tourism Attraction, Travel Experiences and Perceived Values

Authors: Hsiao-Ming Chang, Jui-Liang Hsu

Abstract:

The purpose of this study is to analyze the cognitive and travel experience the situation of the tourist attraction of the sport tourism in Penghu. This study used a questionnaires, the main island of Taiwan to Penghu in the way of marine sports tourists adopted the designated convenience sampling method, a total of 1447 valid questionnaires. After statistical analysis, this study found that: 1. Tourists to Penghu sports tourism attraction cognitive as “good air quality, suitable for water activities". 2. Tourists in Penghu's tourism experience, “Let me taste the delicious specialties and snacks". 3. The attraction of the sport tourism, travel experience and perceived value are correlated, and both the perceived value with a high degree of predictive ability. Based on the findings of this study not only for Penghu's tourism industry with the unit in charge of the proposed operating and suggestions for future research to other researchers.

Keywords: Sport tourism, travel experience, perceived value, sport attraction.

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