Search results for: online games.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 788

Search results for: online games.

668 Tourist Satisfaction and Loyalty toward Service Quality of the Online Tourism Enterprises

Authors: Wanida Suwunniponth

Abstract:

The objectives of this research paper were to study the expectation and satisfaction of tourists in five tourism service quality dimensions, namely, website quality, service ability, trust ability, customer empathy, and responsiveness to customer and also to study the influences of satisfaction affecting loyalty toward quality service of the online tourism enterprises located in Bangkok Thailand. This research utilized both quantitative and qualitative research methods. In terms of quantitative method, a questionnaire was used as a tool to collect data from 400 tourists who were using in online travel services. Statistics analysis included descriptive statistics, t-test and Multiple Regression Analysis. In terms of qualitative analysis, an in-depth interview and content analysis were used along with 10 individual management levels of e-commerce enterprises.

The results revealed that the respondents had higher expectations than their level of satisfaction in all five categories. However, the respondents were more satisfied with online travel services than without online service. The demographic factors such as gender and age had no influence on the level of satisfaction whereas the demographic factors of education, occupation, and income had influenced the level of satisfaction. The test results also indicated that the level of satisfaction from responsiveness to customer had the highest influence on the loyalty of tourists who used online travel. The level of satisfaction from customer empathy had the highest influence on the tourists to recommend others to use online travel services. Also, the level of satisfaction from service ability had the highest influence on tourists to take an actual trip.

Keywords: Satisfaction, Loyalty, Service Quality, Online Tourism Enterprises.

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667 Towards an Understanding of Social Capital in an Online Community of Filipino Music Artists

Authors: Jerome V. Cleofas

Abstract:

Cyberspace has become a more viable arena for budding artists to share musical acts through digital forms. The increasing relevance of online communities has attracted scholars from various fields demonstrating its influence on social capital. This paper extends this understanding of social capital among Filipino music artists belonging to the SoundCloud Philippines Facebook Group. The study makes use of various qualitative data obtained from key-informant interviews and participant observation of online and physical encounters, analyzed using the case study approach. Soundcloud Philippines has over seven-hundred members and is composed of Filipino singers, instrumentalists, composers, arrangers, producers, multimedia artists and event managers. Group interactions are a mix of online encounters based on Facebook and SoundCloud and physical encounters through meet-ups and events. Benefits reaped from the community are informational, technical, instrumental, promotional, motivational and social support. Under the guidance of online group administrators, collaborative activities such as music productions, concerts and events transpire. Most conflicts and problems arising are resolved peacefully. Social capital in SoundCloud Philippines is mobilized through recognition, respect and reciprocity.

Keywords: Facebook, music artists, online communities, social capital.

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666 Small Businesses' Decision to have a Website Saudi Arabia Case Study

Authors: M. Al-hawari, H. AL–Yamani, B. Izwawa

Abstract:

Recognizing the increasing importance of using the Internet to conduct business, this paper looks at some related matters associated with small businesses making a decision of whether or not to have a Website and go online. Small businesses in Saudi Arabia struggle to have this decision. For organizations, to fully go online, conduct business and provide online information services, they need to connect their database to the Web. Some issues related to doing that might be beyond the capabilities of most small businesses in Saudi Arabia, such as Website management, technical issues and security concerns. Here we focus on a small business firm in Saudi Arabia (Case Study), discussing the issues related to going online decision and the firm's options of what to do and how to do it. The paper suggested some valuable solutions of connecting databases to the Web. It also discusses some of the important issues related to online information services and e-commerce, mainly Web hosting options and security issues.

Keywords: E-Commerce, Saudi Arabia, Small business, Webdatabase connection, Web hosting, World Wide Web (Web).

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665 Markov Game Controller Design Algorithms

Authors: Rajneesh Sharma, M. Gopal

Abstract:

Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.

Keywords: Reinforcement learning, Markov Decision Process, Matrix Games, Markov Games, Smooth Fictitious play, Controller, Inverted Pendulum.

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664 Simple Infrastructure in Measuring Countries e-Government

Authors: Sukhbaatar Dorj, Erdenebaatar Altangerel

Abstract:

As alternative to existing e-government measuring models, here proposed a new customer centric, service oriented, simple approach for measuring countries e-Governments. If successfully implemented, built infrastructure will provide a single egovernment index number for countries. Main schema is as follows. Country CIO or equal position government official, at the beginning of each year will provide to United Nations dedicated web site 4 numbers on behalf of own country: 1) Ratio of available online public services, to total number of public services, 2) Ratio of interagency inter ministry online public services to total number of available online public services, 3) Ratio of total number of citizen and business entities served online annually to total number of citizen and business entities served annually online and physically on those services, 4) Simple index for geographical spread of online served citizen and business entities. 4 numbers then combined into one index number by mathematical Average function. In addition to 4 numbers 5th number can be introduced as service quality indicator of online public services. If in ordering of countries index number is equal, 5th criteria will be used. Notice: This approach is for country’s current e-government achievement assessment, not for e-government readiness assessment.

Keywords: Countries e-government index, e-government, infrastructure for measuring e-government, measuring e-government.

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663 Electronic Auction Market in Croatia

Authors: Bojan Korizma, Zeljko Panian

Abstract:

Online auctions are not very popular in Croatia. The main reason for this is a very limited number of services which can be used by Croatian users. Until recent times, even selling through the most popular online auction site eBay wasn't possible because PayPal services could not make payment to bank or debit card accounts in Croatia. Furthermore, many foreign sellers do not offer delivery of their products to Croatia which means that large quantities of goods initially offered on such sites are not available. With that in mind, it is necessary to analyze the buying and selling habits of Croatian users and existing online auction sites, both Croatian and foreign, and create a model for new domestic site. This site will have to exploit every positive aspect of existing models and neutralize every negative perception indicated by users in the survey so that, hopefully, it would attract new users.

Keywords: online auction, eBay, safe payment, product delivery

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662 The Effects of the Impact of Instructional Immediacy on Cognition and Learning in Online Classes

Authors: Glenda A. Gunter

Abstract:

Current research has explored the impact of instructional immediacy, defined as those behaviors that help build close relationships or feelings of closeness, both on cognition and motivation in the traditional classroom and online classroom; however, online courses continue to suffer from higher dropout rates. Based on Albert Bandura-s Social Cognitive Theory, four primary relationships or interactions in an online course will be explored in light of how they can provide immediacy thereby reducing student attrition and improving cognitive learning. The four relationships are teacher-student, student-student, and student-content, and studentcomputer. Results of a study conducted with inservice teachers completing a 14-week online professional development technology course will be examined to demonstrate immediacy strategies that improve cognitive learning and reduce student attrition. Results of the study reveal that students can be motivated through various interactions and instructional immediacy behaviors which lead to higher completion rates, improved self-efficacy, and cognitive learning.

Keywords: Distance Learning, Self-Efficacy, Instructional immediacy, Student achievement.

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661 Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

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660 Enhancements in Blended e-Learning Management System

Authors: Ibrahim S AlNomay, Alaa Jaber, Ghada AlNasser

Abstract:

A learning management system (commonly abbreviated as LMS) is a software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content (Ellis 2009). (Hall 2003) defines an LMS as \"software that automates the administration of training events. All Learning Management Systems manage the log-in of registered users, manage course catalogs, record data from learners, and provide reports to management\". Evidence of the worldwide spread of e-learning in recent years is easy to obtain. In April 2003, no fewer than 66,000 fully online courses and 1,200 complete online programs were listed on the TeleCampus portal from TeleEducation (Paulsen 2003). In the report \" The US market in the Self-paced eLearning Products and Services:2010-2015 Forecast and Analysis\" The number of student taken classes exclusively online will be nearly equal (1% less) to the number taken classes exclusively in physical campuses. Number of student taken online course will increase from 1.37 million in 2010 to 3.86 million in 2015 in USA. In another report by The Sloan Consortium three-quarters of institutions report that the economic downturn has increased demand for online courses and programs.

Keywords: LMS, Interactive Materials, Exam Centers, Learning Outcomes

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659 Online Language Learning and Teaching Pedagogy: Constructivism and Beyond

Authors: Zeineb Deymi-Gheriani

Abstract:

In the last two decades, one can clearly observe a boom of interest for e-learning and web-supported programs. However, one can also notice that many of these programs focus on the accumulation and delivery of content generally as a business industry with no much concern for theoretical underpinnings. The existing research, at least in online English language teaching (ELT), has demonstrated a lack of an effective online teaching pedagogy anchored in a well-defined theoretical framework. Hence, this paper comes as an attempt to present constructivism as one of the theoretical bases for the design of an effective online language teaching pedagogy which is at the same time technologically intelligent and theoretically informed to help envision how education can best take advantage of the information and communication technology (ICT) tools. The present paper discusses the key principles underlying constructivism, its implications for online language teaching design, as well as its limitations that should be avoided in the e-learning instructional design. Although the paper is theoretical in nature, essentially based on an extensive literature survey on constructivism, it does have practical illustrations from an action research conducted by the author both as an e-tutor of English using Moodle online educational platform at the Virtual University of Tunis (VUT) from 2007 up to 2010 and as a face-to-face (F2F) English teaching practitioner in the Professional Certificate of English Language Teaching Training (PCELT) at AMIDEAST, Tunisia (April-May, 2013).

Keywords: Active learning, constructivism, experiential learning, Piaget, Vygotsky.

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658 Government Initiatives: The Missing Key for E-commerce Growth in KSA

Authors: R. AlGhamdi, S. Drew, S. Alkhalaf

Abstract:

This paper explores the issues that influence online retailing in Saudi Arabia. Retailers in Saudi Arabia have been reserved in their adoption of electronically delivered aspects of their business. Despite the fact that Saudi Arabia has the largest and fastest growth of ICT marketplaces in the Arab region, e-commerce activities are not progressing at the same speed. Only very few Saudi companies, mostly medium and large companies from the manufacturing sector, are involved in e-commerce implementation. Based on qualitative data collected by conducting interviews with 16 retailers and 16 potential customers in Saudi Arabia, several factors influencing online retailing diffusion in Saudi Arabia are identified. However, government support comes the highest and most influencing factor for online retailing growth as identified by both parties; retailers and potential customers in Saudi Arabia.

Keywords: government support, key factor, online retailing growth, Saudi Arabia

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657 Examining Foreign Student Visual Perceptions of Online Marketing Tools at a Hungarian University

Authors: Anita Kéri

Abstract:

Higher education marketing has been a widely researched field in recent years. Due to the increasing competition among higher education institutions worldwide, it has become crucial to target foreign students with effective marketing tools. Online marketing tools became central to attracting, retaining, and satisfying the needs of foreign students. Therefore, the aim of the current study is to reveal how the online marketing tools of a Hungarian university are perceived visually by its first-year foreign students, with special emphasis on the university webpage content. Eye-camera tracking and retrospective think aloud interviews were used to measure visual perceptions. Results show that freshmen students remember those online marketing content more that have familiar content on them. Pictures of real-life students and their experiences attract students’ attention more, and they also remember information on these webpage elements more, compared to designs with stock photos. This research uses eye camera tracking in the field of higher education marketing, thereby providing insight into the perception of online higher education marketing for foreign students.

Keywords: Higher education, marketing, eye-camera, visual perception.

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656 Use of Smartphones in 6th and 7th Grade (Elementary Schools) in Istria: Pilot Study

Authors: Maja Ruzic-Baf, Vedrana Keteles, Andrea Debeljuh

Abstract:

Younger and younger children are now using a smartphone, a device which has become ‘a must have’ and the life of children would be almost ‘unthinkable’ without one. Devices are becoming lighter and lighter but offering an array of options and applications as well as the unavoidable access to the Internet, without which it would be almost unusable. Numerous features such as taking of photographs, listening to music, information search on the Internet, access to social networks, usage of some of the chatting and messaging services, are only some of the numerous features offered by ‘smart’ devices. They have replaced the alarm clock, home phone, camera, tablet and other devices. Their use and possession have become a part of the everyday image of young people. Apart from the positive aspects, the use of smartphones has also some downsides. For instance, free time was usually spent in nature, playing, doing sports or other activities enabling children an adequate psychophysiological growth and development. The greater usage of smartphones during classes to check statuses on social networks, message your friends, play online games, are just some of the possible negative aspects of their application. Considering that the age of the population using smartphones is decreasing and that smartphones are no longer ‘foreign’ to children of pre-school age (smartphones are used at home or in coffee shops or shopping centers while waiting for their parents, playing video games often inappropriate to their age), particular attention must be paid to a very sensitive group, the teenagers who almost never separate from their ‘pets’. This paper is divided into two sections, theoretical and empirical ones. The theoretical section gives an overview of the pros and cons of the usage of smartphones, while the empirical section presents the results of a research conducted in three elementary schools regarding the usage of smartphones and, specifically, their usage during classes, during breaks and to search information on the Internet, check status updates and 'likes’ on the Facebook social network.

Keywords: Education, smartphone, social networks, teenagers.

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655 Applying Fuzzy Analytic Hierarchy Process for Evaluating Service Quality of Online Auction

Authors: Chien-Hua Wang, Meng-Ying Chou, Chin-Tzong Pang

Abstract:

This paper applies fuzzy AHP to evaluate the service quality of online auction. Service quality is a composition of various criteria. Among them many intangible attributes are difficult to measure. This characteristic introduces the obstacles for respondents on reply in the survey. So as to overcome this problem, we invite fuzzy set theory into the measurement of performance and use AHP in obtaining criteria. We found the most concerned dimension of service quality is Transaction Safety Mechanism and the least is Charge Item. Other criteria such as information security, accuracy and information are too vital.

Keywords: Fuzzy set theory, AHP, Online auction, Service quality

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654 Textile Technology: Application in Sport and Medicine

Authors: R. Taiar

Abstract:

Sport is one of the sectors in which the largest technical projections regarding the functions of textiles can be found. He is a large consumer of high performance composite materials and new fibers. It is one of the sectors where the innovation is the most important when the greatest numbers of spectacular developments are aimed at increasing performance. In medicine, textile innovation is used and contributes in the amelioration of different materials such as dressing, orthosis, bandages, etc. The hygienic textiles in non-woven materials record a strong growth. The objective of this study is to show the different advances of development we obtained in the both ways (sport and medicine). Polyamide fibers where developed tacking into account the specification of the high level athlete’s performance like swimming and triathlon (Olympic Games, Brazil 2016). The first textile utilization was for skiing (Olympic Games, Sotchi 2014). The different textiles technologies where adapted for medicine.

Keywords: Medical textile, Smart textile, Sport textile, Textile innovation.

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653 Principle Components Updates via Matrix Perturbations

Authors: Aiman Elragig, Hanan Dreiwi, Dung Ly, Idriss Elmabrook

Abstract:

This paper highlights a new approach to look at online principle components analysis (OPCA). Given a data matrix X R,^m x n we characterise the online updates of its covariance as a matrix perturbation problem. Up to the principle components, it turns out that online updates of the batch PCA can be captured by symmetric matrix perturbation of the batch covariance matrix. We have shown that as n→ n0 >> 1, the batch covariance and its update become almost similar. Finally, utilize our new setup of online updates to find a bound on the angle distance of the principle components of X and its update.

Keywords: Online data updates, covariance matrix, online principle component analysis (OPCA), matrix perturbation.

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652 Student Perceptions of Defense Acquisition University Courses: An Explanatory Data Collection Approach

Authors: Melissa C. LaDuke

Abstract:

The overarching purpose of this study was to determine the relationship between the current format of online delivery for Defense Acquisition University (DAU) courses and Air Force Acquisition (AFA) personnel participation. AFA personnel (hereafter named “student”) were particularly of interest, as they have been mandated to take anywhere from 3 to 30 online courses to earn various DAU specialization certifications. Participants in this qualitative case study were AFA personnel who pursued DAU certifications in science and technology management, program/contract management, and other related fields. Air Force personnel were interviewed about their experiences with online courses. The data gathered were analyzed and grouped into 12 major themes. The themes tied into the theoretical framework and addressed either teacher-centered or student-centered educational practices within DAU. Based on the results of the data analysis, various factors contributed to student perceptions of DAU courses to include the online course construct and relevance to their job. The analysis also found students want to learn the information presented but would like to be able to apply the information learned in meaningful ways.

Keywords: Educational theory, computer-based training, interview, student perceptions, online course design, teacher positionality.

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651 The Impact of Website Personality on Consumers' Initial Trust towards Online Retailing Websites

Authors: Jasmine Yeap Ai Leen, T. Ramayah, Azizah Omar

Abstract:

E-tailing websites are often perceived to be static, impersonal and distant. However, with the movement of the World Wide Web to Web 2.0 in recent years, these online websites have been found to display personalities akin to 'humanistic' qualities and project impressions much like its retailing counterpart i.e. salespeople. This paper examines the personality of e-tailing websites and their impact on consumers- initial trust towards the sites. A total of 239 Internet users participated in this field experiment study which utilized 6 online book retailers- websites that the participants had not previously visited before. Analysis revealed that out of four website personalities (sincerity, competence, excitement and sophistication) only sincerity and competence are able to exert an influence in building consumers- trust upon their first visit to the website. The implications of the findings are further elaborated in this paper.

Keywords: E-commerce, e-tailing, initial trust, online trust, partial least squares, website personality.

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650 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: Fire Safety, healthcare, serious game, training.

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649 Improving E-Government Services for Non- English Speaking Background (NESB) Communities in Australia

Authors: M. Mohammad, Y-C Lan

Abstract:

Australian government agencies have a natural desire to provide migrants a wide range of opportunities. Consequently, government online services should be equally available to migrants with a non-English speaking background (NESB). Despite the commendable efforts of governments and local agencies in Australia to provide such services, in reality, many NESB communities are not taking advantage of these services. This article–based on an extensive case study regarding the use of online government services by the Arabic NESB community in Australia–reports on the possible reasons for this issue, as well as suggestions for improvement. The conclusion is that Australia should implement ICT-based or e-government policies, programmes, and services that more accurately reflect migrant cultures and languages so that migrant integration can be more fully accomplished. Specifically, this article presents an NESB Model that adopts the value of usercentricity or a more individual-focused approach to government online services in Australia.

Keywords: Barriers to use, e-government, ICT, NESB community, online services.

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648 Deterministic Random Number Generators for Online Applications

Authors: Natarajan Vijayarangan, Prasanna S. Bidare

Abstract:

Cryptography, Image watermarking and E-banking are filled with apparent oxymora and paradoxes. Random sequences are used as keys to encrypt information to be used as watermark during embedding the watermark and also to extract the watermark during detection. Also, the keys are very much utilized for 24x7x365 banking operations. Therefore a deterministic random sequence is very much useful for online applications. In order to obtain the same random sequence, we need to supply the same seed to the generator. Many researchers have used Deterministic Random Number Generators (DRNGs) for cryptographic applications and Pseudo Noise Random sequences (PNs) for watermarking. Even though, there are some weaknesses in PN due to attacks, the research community used it mostly in digital watermarking. On the other hand, DRNGs have not been widely used in online watermarking due to its computational complexity and non-robustness. Therefore, we have invented a new design of generating DRNG using Pi-series to make it useful for online Cryptographic, Digital watermarking and Banking applications.

Keywords: E-tokens, LFSR, non-linear, Pi series, pseudo random number.

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647 E- Campus as an Environmental and Pedagogical Tool for Online Support

Authors: Shireen Panchoo

Abstract:

The Internet and the ever growing applications enable communities to share and collaborate through common platforms. However, this growing pattern is not witnessed yet even for elearning. This paper is based on a doctoral research which aimed at researching the ways students interact in an online campus and the supports that they look for and require. Content analysis, based on the Panchoo/Jaillet methodology, was done on four synchronous meetings between a tutor and his ten students. The UNIV-Rct ecampus, analogical to a physical campus, was found to be user friendly and the students enrolled in a master-s course faced no difficulties in using it. In addition to the environmental aspects, the pedagogical implementation of the course has driven the students to interact and collaborate significantly and this has contributed to overcome the problems faced by the distance learners. This completely online model was found to be fruitful in helping distant learners fight their loneliness and brave their difficulties in a socioconstructivism approach.

Keywords: Content analysis, e-campus, interaction, online supports, pedagogy.

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646 Evaluating Service Quality of Online Auction by Fuzzy MCDM

Authors: Wei-Hsuan Lee, Chien-Hua Wang, Chin-Tzong Pang

Abstract:

This paper applies fuzzy set theory to evaluate the service quality of online auction. Service quality is a composition of various criteria. Among them many intangible attributes are difficult to measure. This characteristic introduces the obstacles for respondent in replying to the survey. So as to overcome this problem, we invite fuzzy set theory into the measurement of performance. By using AHP in obtaining criteria and TOPSIS in ranking, we found the most concerned dimension of service quality is Transaction Safety Mechanism and the least is Charge Item. Regarding to the most concerned attributes are information security, accuracy and information.

Keywords: AHP, Fuzzy set theory, TOPSIS, Online auction, Servicequality

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645 The Study of Game Interface Improvement due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in an entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a type of arcade stick by focus group and assessed by the expert. We selected the most representative joystick prototype and built the control system for the joystick. We conducted two experimental tests using time and bullet consumption as objective indicators, aiming to demonstrate its efficiency in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.

Keywords: Joystick, user interface, side-scrolling shooting game, improved user experience.

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644 Searching for Similar Informational Articles in the Internet Channel

Authors: Sung Ho Ha, Seong Hyeon Joo, Hyun U. Pae

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In terms of total online audience, newspapers are the most successful form of online content to date. The online audience for newspapers continues to demand higher-quality services, including personalized news services. News providers should be able to offer suitable users appropriate content. In this paper, a news article recommender system is suggested based on a user-s preference when he or she visits an Internet news site and reads the published articles. This system helps raise the user-s satisfaction, increase customer loyalty toward the content provider.

Keywords: Content classification, content recommendation, customer profiling, documents clustering.

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643 A Case Study: Experiences with Building an Online Exhibition System using Web Services

Authors: Atakan Kurt, Arzu Naiboğlu

Abstract:

We present an implementation of an Online Exhibition System (OES) web service(s) that reflects our experiences with using web service development packages and software process models. The system provides major functionality that exists in similar packages. While developing such a complex web service, we gained insightful experience (i) in the traditional software development processes: waterfall model and evolutionary development and their fitness to web services development, (ii) in the fitness and effectiveness of a major web services development kit.

Keywords: Web Services, Online Exhibition System, Software Engineering, Waterfall Model, e-business.

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642 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: Argumentation, dialogue, digital game, learning, motivation.

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641 An Architectural Model of Multi-Agent Systems for Student Evaluation in Collaborative Game Software

Authors: Monica Hoedltke Pietruchinski, Andrey Ricardo Pimentel

Abstract:

The teaching of computer programming for beginners has been generally considered as a difficult and challenging task. Several methodologies and research tools have been developed, however, the difficulty of teaching still remains. Our work integrates the state of the art in teaching programming with game software and further provides metrics for the evaluation of student performance in a collaborative activity of playing games. This paper aims to present a multi-agent system architecture to be incorporated to the educational collaborative game software for teaching programming that monitors, evaluates and encourages collaboration by the participants. A literature review has been made on the concepts of Collaborative Learning, Multi-agents systems, collaborative games and techniques to teach programming using these concepts simultaneously.

Keywords: Architecture of multi-agent systems, collaborative evaluation, collaboration assessment, gamifying educational software.

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640 An Exploratory Approach to Consumer Based Online Authenticity: The Case of Terroir Product of Souss Massa Region, Morocco

Authors: F-E. Ouboutaib, A. Aitheda, S. Mekkaoui

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Marketing research is starting to focus on authenticity to position an offer, especially terroir products. However, with internet its usage remains more problematic. This paper investigates how digitalization impacts the satisfaction of the quest for authenticity. On the theoretical level, it explains authenticity in the online and offline context in the postmodernism era. Then, an exploratory qualitative study tries to understand the contribution of the digitization to the satisfaction of the search of authenticity. Therefore, cooperatives selling terroir product on the internet are advised to keep also direct contact which tends to show traditional manner of production, in order to enhance customers’ perception of terroir product authenticity.

Keywords: Authenticity, online authenticity, postmodernism, terroir products.

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639 A Fast Object Detection Method with Rotation Invariant Features

Authors: Zilong He, Yuesheng Zhu

Abstract:

Based on the combined shape feature and texture feature, a fast object detection method with rotation invariant features is proposed in this paper. A quick template matching scheme based online learning designed for online applications is also introduced in this paper. The experimental results have shown that the proposed approach has the features of lower computation complexity and higher detection rate, while keeping almost the same performance compared to the HOG-based method, and can be more suitable for run time applications.

Keywords: gradient feature, online learning, rotationinvariance, template feature

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