Search results for: interactive marketing.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 536

Search results for: interactive marketing.

506 The Construction of Interactive Computer Multimedia Instruction on “Basic Japanese Vocabulary“

Authors: Kongrit Jittangthammagul, Sakesun Yampinij, Thapanee Endoo, Nattapong Kramwong

Abstract:

The study entitled “The Construction of Interactive Computer Multimedia Instruction on Basic Japanese Vocabulary" was aimed: 1) To construct the interactive computer multimedia instruction on Basic Japanese Vocabulary, 2) To find out multimedia-s quality, 3) To examine the student-s satisfaction and 4) To study the learning achievement in Basic Japanese vocabulary. The sampling group used in this study was composed of 40 1st year student in Educational Communications and Technology Department, Faculty of Industrial Education and Technology, King Mongkut-s University of Technology Thonburi, in the academic year 2553 B.E. (2010). According to research results, we found that 1). The quality assessment by 3 mass media experts was at 4.72 on average or at high level. 2) In terms of contents, the evaluation by 3 experts was at 4.81 on average or at high level. 3) In terms of achievement, there was a statistical significance between before and after the treatment at the .05 level. 4) The satisfaction of students towards the interactive computer multimedia Instruction on “Basic Japanese Vocabulary" was 4.35 on average, or at high level.

Keywords: Interactive Computer Multimedia on Basic Japanese Vocabulary, Learning Achievement, Quality

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505 Personnel Marketing as Perceived by HR Managers in Czech Republic: Results of a Qualitative Research Study

Authors: Lukáš Mazánek, Zdeňka Konečná

Abstract:

The article is devoted to the area of personnel marketing. A comprehensive review of scientific literature and articles published predominantly in personnel-oriented journals was carried out, followed by a qualitative exploratory research with the aim to explore and explain the perception of personnel marketing. Due to the lack of research in this field in Czech Republic, we have focused on Czech HR managers, more specifically, on how they understand the tasks of personnel marketing, which tools they use and whether the companies they work for try to be a preferred employer. The answers from our respondents were used to help us determine what is important within this field. All of the respondents strive to be a preferred employer and try to achieve it by using an extensive range of marketing tools. The most frequently used tools are advertising, job fairs presentations, employee care and employer brand promotion.

Keywords: Czech Republic, personnel marketing, preferred employer, qualitative research study.

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504 Marketing Strategy Analysis of Boon Rawd Brewery Company

Authors: Sinee Sankrusme

Abstract:

Boon Rawd Brewery is a beer company based in Thailand that has an exemplary image, both as a good employer and a well-managed company with a strong record of social responsibility. The most famous of the company’s products is Singha beer. To study the company’s marketing strategy, a case study analysis was conducted together with qualitative research methods. The study analyzed the marketing strategy of Boon Rawd Brewery before the liberalization of the liquor market in 2000. The company’s marketing strategies consisted of the following: product line strategy, product development strategy, block channel strategy, media strategy, trade strategy, and consumer incentive strategy. Additionally, the company employed marketing mix strategy based on the 4Ps: product, price, promotion and place (of distribution).

Keywords: Beer, Boon Rawd Brewery Company, Marketing Strategy.

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503 Improving the Decision-Making Process and Transparency of Corporate Governance Using XBRL

Authors: Claudiu Brandas

Abstract:

Several recent studies have shown that the transparency of financial reporting have a significant influence on investor-s decisions. Thus, regulation authorities and professional organizations (IFAC) have emphasized the role of XBRL (eXtensible Business Reporting Language) and interactive data as a means of promoting transparency and monitoring corporate reporting. In this context, this paper has as objective the analysis of interactive reporting through XBRL and its use as a support in the process of taking decisions in corporate governance, namely the potential of interactive reports in XBRL to increase the transparency and monitoring process of corporate governance.

Keywords: Corporate Governance, decision, financial reporting, transparency, XBRL.

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502 Effective Software-Based Solution for Processing Mass Downstream Data in Interactive Push VOD System

Authors: Ni Hong, Wu Guobin, Wu Gang, Pan Liang

Abstract:

Interactive push VOD system is a new kind of system that incorporates push technology and interactive technique. It can push movies to users at high speeds at off-peak hours for optimal network usage so as to save bandwidth. This paper presents effective software-based solution for processing mass downstream data at terminals of interactive push VOD system, where the service can download movie according to a viewer-s selection. The downstream data is divided into two catalogs: (1) the carousel data delivered according to DSM-CC protocol; (2) IP data delivered according to Euro-DOCSIS protocol. In order to accelerate download speed and reduce data loss rate at terminals, this software strategy introduces caching, multi-thread and resuming mechanisms. The experiments demonstrate advantages of the software-based solution.

Keywords: DSM-CC, data carousel, Euro-DOCSIS, push VOD.

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501 Personalized Email Marketing Strategy: A Reinforcement Learning Approach

Authors: Lei Zhang, Tingting Xu, Jun He, Zhenyu Yan, Roger Brooks

Abstract:

Email marketing is one of the most important segments of online marketing. Email content is vital to customers. Different customers may have different familiarity with a product, so a successful marketing strategy must personalize email content based on individual customers’ product affinity. In this study, we build our personalized email marketing strategy with three types of emails: nurture, promotion, and conversion. Each type of emails has a different influence on customers. We investigate this difference by analyzing customers’ open rates, click rates and opt-out rates. Feature importance from response models is also analyzed. The goal of the marketing strategy is to improve the click rate on conversion-type emails. To build the personalized strategy, we formulate the problem as a reinforcement learning problem and adopt a Q-learning algorithm with variations. The simulation results show that our model-based strategy outperforms the current marketer’s strategy.

Keywords: Email marketing, email content, reinforcement learning, machine learning, Q-learning.

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500 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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499 The Impact of the Economic Crises over Management Marketing Strategies of Romanian B2B Companies

Authors: S. C. Căescu, I. Dumitru

Abstract:

The main objective of the paper has been represented by the identification of the changes that occurred in the competitive environment and their impact on the strategic marketing management of companies in B2B market. At Romania-s level there has not yet been done a similar research that studies change management in crises on business to business field. In order to answer to the paper-s objectives, a qualitative marketing research (in-depth structured interview) was conducted, within the top management of 27 companies in Romanian business to business field. The main results of the research highlight the necessity of a management of change, as a result of the crises, as follows: changes in the corporate objectives (from development objectives to maintaining objectives), changes market segmentation and in competitive advantages, changes at the level of market strategies and of the marketing mix.

Keywords: change management, competitive environment, marketing management strategies, strategic marketing.

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498 Analyzing the Participation of Young People in Politics: An Exploratory Study Applied on Motivation in Croatia

Authors: Valentina Piric, Maja Martinovic, Zoran Barac

Abstract:

The application of marketing to the domain of politics has become relevant in recent times. With this article the authors wanted to explore the issue of the current political engagement among young people in Croatia. The question is what makes young people (age 18-30) politically active in young democracies such as that of the Republic of Croatia. Therefore, the objective of this study was to discover the real or hidden motivations behind the decision to actively participate in politics among young members of the two largest political parties in the country – the Croatian Democratic Union and the Social Democratic Party of Croatia. The study expected to find that the motivation for political engagement of young people is often connected with a possible achievement of individual goals and egoistic needs such as: self-acceptance, social success, financial success, prestige, reputation, status, recognition from the others etc. It was also expected that, due to the poor economic and social situation in the country, young people feel an increasing disconnection from politics. Additionally, the authors expected to find that there is a huge potential to engage young people in the political life of the country through a proper and more interactive use of marketing communication campaigns and social media platforms, with an emphasis on highly ethical motives of political activity and their benefits to society. All respondents included in the quantitative survey (sample size [N=100]) are active in one of the two largest political parties in Croatia. The sampling and distribution of the survey occurred in the field in September 2016. The results of the survey demonstrate that in Croatia, the way young people feel about politics and act accordingly, are in fact similar to what the theory describes. The research findings reveal that young people are politically active; however, the challenge is to find a way to motivate even more young people in Croatia to actively participate in the political and democratic processes in the country and to encourage them to see additional benefits out of this practice, not only related to their individual motives, but related more to the well-being of Croatia as a country and of every member of society. The research also discovered a huge potential for political marketing communication possibilities, especially related to interactive social media. It is possible that the social media channels have a stronger influence on the decision-making process among young people when compared to groups of reference. The level of interest in politics among young Croatians varies; some of them are almost indifferent, whilst others express a serious interest in different ways to actively contribute to the political life of the country, defining a participation in the political life of their country almost as their moral obligation. However, additional observations and further research need to be conducted to get a clearer and more precise picture about the interest in politics among young people in Croatia and their social potential.

Keywords: Croatia, marketing communication, motivation, politics, young people.

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497 Marketing Segmentation of Students Willing to Study Abroad based on Cluster Analysis

Authors: Kamila Tislerova, Marta Zambochova

Abstract:

Market segmentation is one of the most fundamental strategic marketing concepts. The better the segment which is chosen for targeting by a particular organisation, the more successful the organisation is assumed to be in the marketplace. Also higher education institutions have to improve their marketing tools for attracting foreign students, particularly when demanding tuition fees. This contribution aims at demonstrating the proper usage of the cluster analysis for segmentation (represented by students' willingness to study abroad) and also, based on large international survey, offers some practical marketing implications.

Keywords: Market Segmentation, Students' Preferences, Study Abroad, Cluster Analysis

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496 A Study on Use of User Demand Evaluation in Interactive Interface – Using Virtual Fitting-Room as an Example

Authors: Chang, Wei-Chen

Abstract:

The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.

Keywords: Virtual Fitting-room, Interactive Design, User Demand Evaluation, Intelligent Systems.

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495 DSLEP (Data Structure Learning Platform to Aid in Higher Education IT Courses)

Authors: Estevan B. Costa, Armando M. Toda, Marcell A. A. Mesquita, Jacques D. Brancher

Abstract:

The advances in technology in the last five years allowed an improvement in the educational area, as the increasing in the development of educational software. One of the techniques that emerged in this lapse is called Gamification, which is the utilization of video game mechanics outside its bounds. Recent studies involving this technique provided positive results in the application of these concepts in many areas as marketing, health and education. In the last area there are studies that covers from elementary to higher education, with many variations to adequate to the educators methodologies. Among higher education, focusing on IT courses, data structures are an important subject taught in many of these courses, as they are base for many systems. Based on the exposed this paper exposes the development of an interactive web learning environment, called DSLEP (Data Structure Learning Platform), to aid students in higher education IT courses. The system includes basic concepts seen on this subject such as stacks, queues, lists, arrays, trees and was implemented to ease the insertion of new structures. It was also implemented with gamification concepts, such as points, levels, and leader boards, to engage students in the search for knowledge and stimulate self-learning.

Keywords: Gamification, Interactive learning environment, Data structures, e-learning.

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494 Pricing Strategy Selection Using Fuzzy Linear Programming

Authors: Elif Alaybeyoğlu, Y. Esra Albayrak

Abstract:

Marketing establishes a communication network between producers and consumers. Nowadays, marketing approach is customer-focused and products are directly oriented to meet customer needs. Marketing, which is a long process, needs organization and management. Therefore strategic marketing planning becomes more and more important in today’s competitive conditions. Main focus of this paper is to evaluate pricing strategies and select the best pricing strategy solution while considering internal and external factors influencing the company’s pricing decisions associated with new product development. To reflect the decision maker’s subjective preference information and to determine the weight vector of factors (attributes), the fuzzy linear programming technique for multidimensional analysis of preference (LINMAP) under intuitionistic fuzzy (IF) environments is used.

Keywords: IF Sets, LINMAP, MAGDM, Marketing.

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493 The Strategy of Creating a Virtual Interactive Platform for the Low-Carbon Open Innovations Relay

Authors: Mykola S. Shestavin

Abstract:

A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features caused by the need to mitigate the effects of climate change.

Keywords: Climate Change, Expert Systems, Low-Carbon Technology, Open Innovation, Virtual Interactive Platform.

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492 Developing Vision-Based Digital Public Display as an Interactive Media

Authors: Adrian Samuel Limanto, Yunli Lee

Abstract:

Interactive public displays give access as an innovative media to promote enhanced communication between people and information. However, digital public displays are subject to a few constraints, such as content presentation. Content presentation needs to be developed to be more interesting to attract people’s attention and motivate people to interact with the display. In this paper, we proposed idea to implement contents with interaction elements for vision-based digital public display. Vision-based techniques are applied as a sensor to detect passers-by and theme contents are suggested to attract their attention for encouraging them to interact with the announcement content. Virtual object, gesture detection and projection installation are applied for attracting attention from passers-by. Preliminary study showed positive feedback of interactive content designing towards the public display. This new trend would be a valuable innovation as delivery of announcement content and information communication through this media is proven to be more engaging.

Keywords: Digital announcement, digital public display, human-information interaction, interactive media.

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491 Interactive Planning of Suburban Apartment Buildings

Authors: J. Koiso-Kanttila, A. Soikkeli, A. Aapaoja

Abstract:

Construction in Finland is focusing increasingly on renovation instead of conventional new construction, and this trend will continue to grow in the coming years and decades. Renovation of the large number of suburban residential apartment buildings built in the 1960s and 1970s poses a particular challenge. However, renovation projects are demanding for the residents of these buildings, since they usually are uninitiated in construction issues. On the other hand, renovation projects generally apply the operating models of new construction. Nevertheless, the residents of an existing residential apartment building are some of the best experts on the site. Thus, in this research project we applied a relational model in developing and testing at case sites a planning process that employs interactive planning methods. Current residents, housing company managers, the city zoning manager, the contractor’s and prefab element supplier’s representatives, professional designers and researchers all took part in the planning. The entire interactive planning process progressed phase by phase as the participants’ and designers’ concerted discussion and ideation process, so that the end result was a renovation plan desired by the residents.

Keywords: Apartment building renovation, interactive planning, project alliance, user-orientedness.

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490 Design for Classroom Units: A Collaborative Multicultural Studio Development with Chinese Students

Authors: C. S. Caires, A. Barbosa, W. Hanyou

Abstract:

In this paper, we present the main results achieved during a five-week international workshop on Interactive Furniture for the Classroom, with 22 Chinese design students, in Jiangmen city (Guangdong province, China), and five teachers from Portugal, France, Iran, Macao SAR, and China. The main goal was to engage design students from China with new skills and practice methodologies towards interactive design research for furniture and product design for the classroom. The final results demonstrate students' concerns on improving Chinese furniture design for the classrooms, including solutions related to collaborative learning and human-interaction design for interactive furniture products. The findings of the research led students to the fabrication of five original prototypes: two for kindergartens ('Candy' and 'Tilt-tilt'), two for primary schools ('Closer' and 'Eks(x)'), and one for art/creative schools ('Wave'). From the findings, it was also clear that collaboration, personalization, and project-based teaching are still neglected when designing furniture products for the classroom in China. Students focused on these issues and came up with creative solutions that could transform this educational field in China.

Keywords: Product design, interface design, interactive design, collaborative education and design research, design prototyping.

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489 An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

Authors: Sameerchand Pudaruth, Avinash Mantaye

Abstract:

E-learning refers to the specific kind of learning experienced within the domain of educational technology, which can be used in or out of the classroom. In this paper, we give an overview of an e-learning platform 'An Innovative Interactive and Online English Platform for Upper Primary Students' is an interactive web-based application which will serve as an aid to the primary school students in Mauritius. The objectives of this platform are to offer quality learning resources for the English subject at our primary level of education, encourage self-learning and hence promote e-learning. The platform developed consists of several interesting features, for example, the English Verb Conjugation tool, Negative Form tool, Interrogative Form tool and Close Test Generator. Thus, this learning platform will be useful at a time where our country is looking for an alternative to private tuition and also, looking forward to increase the pass rate.

Keywords: educational technology, e-learning, Mauritius.

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488 Fish Marketing: A Panacea towards Sustainable Agriculture in Ogun State, Nigeria

Authors: A. M. Omoare, E. O. Fakoya, B. G. Abiona, W. O. Oyediran

Abstract:

This study assessed fish marketing as panacea towards sustainable agriculture in Ogun State, Nigeria. Multi-stage sampling technique was used in the selection of 150 fish marketers for this study. Descriptive statistics were used for the objectives while Product Pearson Moment Correlation was used to test the hypothesis. Result of the findings revealed that the mean age of the respondents was 38.60 years. Majority (93.33%) of the respondents had acceptable levels of formal education. Many (44.00%) of the respondents had spent 1-5 years in fish marketing. The average quantity of fish sold in a day was 94.10kg. However, efficient fish marketing were hindered by inadequate processing equipment, storage rooms and ice holding facilities (86.67%). There was a significant relationship between socio-economic characteristics and profit realized from fish marketing (p < 0.05). It was recommended that storage and warehousing facilities should be provided to the fish marketers in the study area.

Keywords: Fish marketers, panacea, retail markets, sustainable.

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487 On the Interactive Search with Web Documents

Authors: Mario Kubek, Herwig Unger

Abstract:

Due to the large amount of information in the World Wide Web (WWW, web) and the lengthy and usually linearly ordered result lists of web search engines that do not indicate semantic relationships between their entries, the search for topically similar and related documents can become a tedious task. Especially, the process of formulating queries with proper terms representing specific information needs requires much effort from the user. This problem gets even bigger when the user's knowledge on a subject and its technical terms is not sufficient enough to do so. This article presents the new and interactive search application DocAnalyser that addresses this problem by enabling users to find similar and related web documents based on automatic query formulation and state-ofthe- art search word extraction. Additionally, this tool can be used to track topics across semantically connected web documents.

Keywords: DocAnalyser, interactive web search, search word extraction, query formulation, source topic detection, topic tracking.

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486 Applications of Social Marketing in Road Safety of Georgia

Authors: Charita Jashi

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The aim of the paper is to explore the role of social marketing in changing the behavior of consumers on road safety, identify critical aspects and priority needs which impede the implementation of road safety program in Georgia. Given the goals of the study, a quantitative method was used to carry out interviews for primary data collection. This research identified the awareness level of road safety, legislation base, and marketing interventions to change behavior of drivers and pedestrians. During several years the non-governmental sector together with the local authorities and media have been very intensively working on the road safety issue in Georgia, but only seat-belts campaign should be considered rather successful. Despite achievements in this field, efficiency of road safety programs far from fulfillment and needs strong empowering.

Keywords: Road safety, social marketing interventions, behavior change, well-being.

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485 Interactive Compromise Approach with Particle Swarm Optimization for Environmental/Economic Power Dispatch

Authors: Ming-Tang Tsai, Chih-Wei Yen

Abstract:

In this paper, an Interactive Compromise Approach with Particle Swarm Optimization(ICA-PSO) is presented to solve the Economic Emission Dispatch(EED) problem. The cost function and emission function are modeled as the nonsmooth functions, respectively. The bi-objective including both the minimization of cost and emission is formulated in this paper. ICA-PSO is proposed to solve EED problem for finding a better compromise solution. The solution methodology can offer a global or near-global solution for decision-making requirements. The effectiveness and efficiency of ICA-PSO are demonstrated by a sample test system. Test results can be shown that the proposed method provide a practical and flexible framework for power dispatch.

Keywords: Interactive Compromise Approach, Emission Control, Economic Dispatch, Particle Swarm Optimization.

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484 The Potential Benefits of Multimedia Information Representation in Enhancing Students’ Critical Thinking and History Reasoning

Authors: Ang Ling Weay, Mona Masood

Abstract:

This paper discusses the potential benefits of an interactive multimedia information representation in enhancing students’ critical thinking aligned with history reasoning in learning history amongst Secondary School students in Malaysia. Two modes of multimedia information representation were implemented; chronologic and thematic information representations. A qualitative study of an unstructured interview was conducted among two history teachers, one history education lecturer, two i-think experts, and five students from Form Four secondary school. The interview was to elicit their opinions on the implementation of thinking maps and interactive multimedia information representation in history learning. The key elements of the interactive multimedia (e.g. multiple media, user control, interactivity and use of timelines and concept maps) were then considered to improve the learning process. Findings of the preliminary investigation reveal that the interactive multimedia information representations have the potential benefits to be implemented as an instructional resource in enhancing students’ higher order thinking skills (HOTs). This paper concludes by giving suggestions for future work.

Keywords: Multimedia Information Representation, Critical Thinking, History Reasoning, Chronological and Thematic Information Representation.

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483 Multidimensional Sports Spectators Segmentation and Social Media Marketing

Authors: B. Schmid, C. Kexel, E. Djafarova

Abstract:

Understanding consumers is elementary for practitioners in marketing. Consumers of sports events, the sports spectators, are a particularly complex consumer crowd. In order to identify and define their profiles different segmentation approaches can be found in literature, one of them being multidimensional segmentation. Multidimensional segmentation models correspond to the broad range of attitudes, behaviours, motivations and beliefs of sports spectators, other than earlier models. Moreover, in sports there are some well-researched disciplines (e.g. football or North American sports) where consumer profiles and marketing strategies are elaborate and others where no research at all can be found. For example, there is almost no research on athletics spectators. This paper explores the current state of research on sports spectators segmentation. An in-depth literature review provides the framework for a spectators segmentation in athletics. On this basis, additional potential consumer groups and implications for social media marketing will be explored. The findings are the basis for further research.

Keywords: Multidimensional segmentation, social media, sports marketing, sports spectators segmentation.

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482 Interactive Agents with Artificial Mind

Authors: Hirohide Ushida

Abstract:

This paper discusses an artificial mind model and its applications. The mind model is based on some theories which assert that emotion is an important function in human decision making. An artificial mind model with emotion is built, and the model is applied to action selection of autonomous agents. In three examples, the agents interact with humans and their environments. The examples show the proposed model effectively work in both virtual agents and real robots.

Keywords: Artificial mind, emotion, interactive agent, pet robot

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481 Prospects, Problems of Marketing Research and Data Mining in Turkey

Authors: Sema Kurtuluş, Kemal Kurtuluş

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The objective of this paper is to review and assess the methodological issues and problems in marketing research, data and knowledge mining in Turkey. As a summary, academic marketing research publications in Turkey have significant problems. The most vital problem seems to be related with modeling. Most of the publications had major weaknesses in modeling. There were also, serious problems regarding measurement and scaling, sampling and analyses. Analyses myopia seems to be the most important problem for young academia in Turkey. Another very important finding is the lack of publications on data and knowledge mining in the academic world.

Keywords: Marketing research, data mining, knowledge mining, research modeling, analyses.

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480 Interactive Effects in Blended Learning Mode: Exploring Hybrid Data Sources and Iterative Linkages

Authors: Hock Chuan, Lim

Abstract:

This paper presents an approach for identifying interactive effects using Network Science (NS) supported by Social Network Analysis (SNA) techniques. Based on general observations that learning processes and behaviors are shaped by the social relationships and influenced by learning environment, the central idea was to understand both the human and non-human interactive effects for a blended learning mode of delivery of computer science modules. Important findings include (a) the importance of non-human nodes to influence the centrality and transfer; (b) the degree of non-human and human connectivity impacts learning. This project reveals that the NS pattern and connectivity as measured by node relationships offer alternative approach for hypothesis generation and design of qualitative data collection. An iterative process further reinforces the analysis, whereas the experimental simulation option itself is an interesting alternative option, a hybrid combination of both experimental simulation and qualitative data collection presents itself as a promising and viable means to study complex scenario such as blended learning delivery mode. The primary value of this paper lies in the design of the approach for studying interactive effects of human (social nodes) and non-human (learning/study environment, Information and Communication Technologies (ICT) infrastructures nodes) components. In conclusion, this project adds to the understanding and the use of SNA to model and study interactive effects in blended social learning.

Keywords: Blended learning, network science, social learning, social network analysis, study environment.

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479 Communicating a Mega Sporting Event in a Social Network Environment

Authors: Charmaine du Plessis

Abstract:

Arguments on a popular microblogging site were analysed by means of a methodological approach to business rhetoric focusing on the logos communication technique. The focus of the analysis was the 100 day countdown to the 2011 Rugby World Cup as advanced by the organisers. Big sporting events provide an attractive medium for sport event marketers in that they have become important strategic communication tools directed at sport consumers. Sport event marketing is understood in the sense of using a microblogging site as a communication tool whose purpose it is to disseminate a company-s marketing messages by involving the target audience in experiential activities. Sport creates a universal language in that it excites and increases the spread of information by word of mouth and other means. The findings highlight the limitations of a microblogging site in terms of marketing messages which can assist in better practices. This study can also serve as a heuristic tool for other researchers analysing sports marketing messages in social network environments.

Keywords: communication technique, microblogging, rhetoric, social networking, sport event marketing

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478 Visualization of Searching and Sorting Algorithms

Authors: Bremananth R, Radhika.V, Thenmozhi.S

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Sequences of execution of algorithms in an interactive manner using multimedia tools are employed in this paper. It helps to realize the concept of fundamentals of algorithms such as searching and sorting method in a simple manner. Visualization gains more attention than theoretical study and it is an easy way of learning process. We propose methods for finding runtime sequence of each algorithm in an interactive way and aims to overcome the drawbacks of the existing character systems. System illustrates each and every step clearly using text and animation. Comparisons of its time complexity have been carried out and results show that our approach provides better perceptive of algorithms.

Keywords: Algorithms, Searching, Sorting, Visualization.

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477 Corporate Governance in Network Marketing Organizations: The Role of Ethics and CSR

Authors: Venugopal Kummamuru

Abstract:

Corporate Governance (CG) is of utmost importance for running a company ethically. It is essential for the growth and success of the corporation. It is intended to increase the accountability of an organization to the larger context of the business environment. The general principles of CG include and are related to Shareholder recognition, Stakeholder interests, and focus on Corporate Social Responsibility (CSR), Clear Board responsibilities, Ethical behavior, and Business transparency. Network Marketing Organizations (NMOs) focus on marketing through direct-sales using people who are associated with the organization but are not their employees. This paper tries to study the importance of Ethics and CSR in an NMO and suggest a basic guideline for CG in NMO(s). This paper could be used as a basis or starting point for conducting an in-depth research to understand the difference in CG practices between NMO(s) and other organizations and define a standard set of guidelines for CG practice.

Keywords: Corporate governance, corporate responsibility, direct selling, network marketing.

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