Abstract: Sub-Saharan Africa is described as the second fastest
growing in mobile phone penetration in the world more than in the
United States or the European Union. Mobile phones have been used
to provide a lot of opportunities to improve people’s lives in the
region such as in banking, marketing, entertainment, and paying for
various bills such as water, TV, and electricity. However, the
potential of mobile phones to enhance teaching and learning has not
been explored. This study presents an experience of developing and
delivering SMS based quiz questions used to assess mastery of
subject content knowledge of science and mathematics secondary
school teachers in Tanzania. The SMS quizzes were used as a follow
up support mechanism to 500 teachers who participated in a project
to upgrade subject content knowledge of teachers in science and
mathematics subjects in Tanzania. Quizzes of 10-15 questions were
sent to teachers each week for 8 weeks and the results were analyzed
using SPSS. Results show that teachers who participated in chemistry
and biology subjects have better performance compared to those who
participated in mathematics and physics subjects. Teachers reported
some challenges that led to poor performance, This research has
several practical implications for those who are implementing or
planning to use mobile phones in teaching and learning especially in
rural secondary schools in sub-Saharan Africa.
Abstract: This paper explores and provides substantiated
evidence on the usage patterns of Information and Communication
Technologies (ICTs) by female users at Vhembe District in Limpopo-
Province, South Africa. The study presents a comprehensive picture
on the usage of ICTs from female users’ perspective. The
significance of this study stems from the need to assess the role,
relevance and usage patterns of ICTs such as smartphones,
computers, laptops, and iPods, the internet and social networking
sites among females following the developments of new media
technologies in society. The objective of the study is to investigate
the usability and accessibility of ICTs to empower female users in
South Africa. The study used quantitative and qualitative research
methods to determine the major ideas, perceptions and usage patterns
of ICTs by users. Data collection involved the use of structured selfadministered
questionnaire from two groups of respondents who
participated in this study. Thus, (n=50) female students at the
University of Venda provided their ideas and perceptions about the
usefulness and usage patterns of ICTs such as smartphones, the
Internet and computers at the university level, whereas, the second
group were (n=50) learners from Makhado Comprehensive School
who provided their perceptions and ideas about the use of ICTs at the
high school level. The researcher also noted that the findings of the
study were useful as a guideline and model for ICT intervention that
could work as an empowerment to women in South Africa. It was
observed that the central purpose of ICTs among female users was to
search for information regarding assignment writing, conducting
research, dating, exchanging ideas and networking with friends and
relatives. This was demonstrated by a high number of females who
used ICTs for e-learning (62%) and social purposes (85%).
Therefore, the study revealed that most females used ICTs for social
purposes and accessing the internet rather than for entertainment, a
gesture that provides an opportune space to empower rural women in
South Africa.
Abstract: Experiential marketing is one of the marketing
approaches that offer an exceptional framework to integrate elements
of experience and entertainment in a product or service. Experiential
marketing is defined as a memorable experience that goes deeply into
the customer’s mind. Besides that, customer satisfaction is defined as
an emotional response to the experiences provided by and associated
with particular products or services purchased. Thus, experiential
marketing activities can affect the level of customer satisfaction and
loyalty. In this context, the research aims to explore the relationship
among experiential marketing, customer satisfaction and customer
loyalty among the cosmetic products customers in Konya. The partial
least squares (PLS) method is used to analyze the survey data.
Findings of the present study revealed that experiential marketing has
been a significant predictor of customer satisfaction and customer
loyalty, and also experiential marketing has a significantly positive
effect on customer satisfaction and customer loyalty.
Abstract: Brownfields are one of the most important problems
that must be solved by today's cities. The topic of this article is
description of developing a comprehensive transformation of postindustrial
area of the former iron factory national cultural heritage
lower Vítkovice. City of Ostrava used to be industrial superpower of
the Czechoslovak Republic, especially in the area of coal mining and
iron production, after declining industrial production and mining in
the 80s left many unused areas of former factories generally
brownfields and backfields. Since the late 90s we are observing how
the city officials or private entities seeking to remedy this situation.
Regeneration of brownfields is a very expensive and long-term
process. The area is now rebuilt for tourists and residents of the city
in the entertainment, cultural, and social center. It was necessary do
the reconstruction of the industrial monuments. Equally important
was the construction of new buildings, which helped reusing of the
entire complex. This is a unique example of transformation of
technical monuments and completion of necessary new objects, so
that the area could start working again and reintegrate back into the
urban system.
Abstract: This study found that most corporate personnel are
using social media to communicate with colleagues to make the
process of working more efficient. Complete satisfaction occurred on
the use of security within the University’s computer network. The
social network usage for communication, collaboration,
entertainment and demonstrating concerns accounted for fifty percent
of variance to predict interpersonal relationships of corporate
personnel. This evaluation on the effectiveness of social networking
involved 213 corporate personnel’s. The data was collected by
questionnaires. This data was analyzed by using percentage, mean,
and standard deviation.
The results from the analysis and the effectiveness of using online
social networks were derived from the attitude of private users and
safety data within the security system. The results showed that the
effectiveness on the use of an online social network for corporate
personnel of Suan Sunandha Rajabhat University was specifically at
a good level, and the overall effects of each aspect was (Ẋ=3.11).
Abstract: It is likely that robots will cross the boundaries of
industry into households over the next decades. With demographic
challenges worldwide, the future ageing populations will require the
introduction of assistive technologies capable of providing, care,
human dignity and quality of life through the aging process. Robotics
technology has a high potential for being used in the areas of social
and healthcare by promoting a wide range of activities such as
entertainment, companionship, supervision or cognitive and physical
assistance. However such close Human Robotics Interaction (HRI)
encompass a rich set of ethical scenarios that need to be addressed
before Socially Assistive Robots (SARs) reach the global markets.
Such interactions with robots may seem a worthy goal for many
technical/financial reasons but inevitably require close attention to
the ethical dimensions of such interactions. This article investigates
the current HRI benchmark of social success. It revises it according
to the ethical principles of beneficence, non-maleficence and justice
aligned with social care ethos. An extension of such benchmark is
proposed based on an empirical study of HRIs conducted with elderly
groups.
Abstract: Vehicular Adhoc Network (VANET) is a new
technology which aims to ensure intelligent inter-vehicle
communications, seamless internet connectivity leading to improved
road safety, essential alerts, and access to comfort and entertainment.
VANET operations are hindered by mobile node’s (vehicles)
uncertain mobility. Routing algorithms use metrics to evaluate which
path is best for packets to travel. Metrics like path length (hop count),
delay, reliability, bandwidth, and load determine optimal route. The
proposed scheme exploits link quality, traffic density, and
intersections as routing metrics to determine next hop. This study
enhances Geographical Routing Protocol (GRP) using fuzzy
controllers while rules are optimized with Bee Swarm Optimization
(BSO). Simulations results are compared to conventional GRP.
Abstract: This paper aims to represent the commercial activity
of a city taking as source data the social network Foursquare. The
city of Murcia is selected as case study, and the location-based
social network Foursquare is the main source of information. After
carrying out a reorganisation of the user-generated data extracted
from Foursquare, it is possible to graphically display on a map the
various city spaces and venues especially those related to commercial,
food and entertainment sector businesses. The obtained visualisation
provides information about activity patterns in the city of Murcia
according to the people‘s interests and preferences and, moreover,
interesting facts about certain characteristics of the town itself.
Abstract: Mobile social games recently become extremely
popular, spawning a whole new entertainment culture. However,
mobile game players are fickle, quickly and easily picking up and
abandoning games. This pilot study seeks to identify factors that
influence users to discontinuing playing mobile social games. We
identified three sacrifices which can prompt users to abandon games:
monetary sacrifice, time sacrifice and privacy sacrifice. The results
showed that monetary sacrifice has a greater impact than the other two
factors in causing players to discontinue usage intention.
Abstract: The Finite Element Method is commonly used in the analysis of flexible manipulators to predict elastic displacements and develop joint control schemes for reducing positioning error. In order to preserve simplicity, regular geometries, ideal joints and connections are assumed. This paper presents the dynamic FE analysis of a 4- degrees of freedom open chain manipulator, intended for striking a curved 3D surface percussion musical instrument. This was done utilizing the new MultiBody Dynamics Module in COMSOL, capable of modeling the elastic behavior of a body undergoing rigid body type motion.
Abstract: (European) theme parks invest approximately 10 percent of their yearly turnover into new rides and park improvements. Without these investments these parks assume not to be a very competitive and appealing daytrip for their target audiences. However, the impact of investments in attracting new visitors is not well-known and seems to differ dramatically between parks. This paper presents a case study from the Netherlands in which a small amusement park applied a suggested, not yet proven, investment method. The results of the investment are discussed in (a) the form of return on investment and (b) the success of the predictions with regard to this investment. Suggestions for future research are presented.
Abstract: This research aims to explore the information needs, information usages, and problems of information usage of the older people club’s members in Dusit district, Bangkok. There are 12 clubs and 746 club’s members in this district. The research results use for older person service in this district. Data is gathered from 252 club’s members by using questionnaires. The quantitative approach uses in research by percentage, means and standard deviation. The results are as follows (1) The older people need Information for entertainment, occupation and academic in the field of short story, computer work, and religion and morality. (2) The participants use Information from various sources. (3) The Problem of information usage is their language skills because of the older people’s literacy problem.
Abstract: With the use of developing technology, mostly in communication and entertainment, students spend considerable time on the Internet. In addition to the advantages provided by the Internet, social isolation brings problems such as addiction. This is one of the problems of the virtual violence. Cyber bullying is the common name of the intensities which students are exposed on the Internet. The purpose of this study designed as a qualitative research is to find out the cyber bullying varieties and its effects on elementary school students. The participants of this research are 6th, 7th and 8th grade students of a primary school and 24 students agreed to participate in the study. The students were asked to fill an interview with semi-structured open-ended questions. According to the results obtained in the research, the most important statements determined by the participants are breaking passwords on social networking sites, slang insult to blasphemy and taking friendship offers from unfamiliar people. According to participants from the research, the most used techniques to prevent themselves from cyber bullying are to complain to the site administrator, closing accounts on social networking sites and countercharging. Also, suggestions were presented according to the findings.
Abstract: This study this is considering Boria as a conventional performance in Malaysia. Boria is a folk performance unique to Penang. This theatre style reached Penang in the mid-19th century and is believed to be derived from the Shia Islamic Passion play performed during the Muslim month of Muharram to commemorate the martyrs of Kerbela. These days in Malaysia (especially Penang) Boria mentions to a choral street performance performed annually by a number of groups composed mostly of Sunni Malaysian. Boria are performed for entertainment and often include an annual singing competition. The size, membership, themes and movements of each Boria troupe may vary from year to year. Similarly, the themes and contents of the Boria performed by the different troupes also changes each year and can have a comical, political or satirical notion. It is common to most groups during the first ten days of Muharram Boria generally is done.
Abstract: Visual information is very important in human perception
of surrounding world. Video is one of the most common ways to
capture visual information. The video capability has many benefits
and can be used in various applications. For the most part, the
video information is used to bring entertainment and help to relax,
moreover, it can improve the quality of life of deaf people. Visual
information is crucial for hearing impaired people, it allows them to
communicate personally, using the sign language; some parts of the
person being spoken to, are more important than others (e.g. hands,
face). Therefore, the information about visually relevant parts of the
image, allows us to design objective metric for this specific case. In
this paper, we present an example of an objective metric based on
human visual attention and detection of salient object in the observed
scene.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.
Abstract: Despite the internet, which is one of the mass media
that has become quite common in recent years, the relationship of
Advertisement with Television and Cinema, which have always
drawn attention of researchers as basic media and where visual use is
in the foreground, have also become the subject of various studies.
Based on the assumption that the known fundamental effects of
advertisements on consumers are closely related to the creative
process of advertisements as well as the nature and characteristics of
the medium where they are used, these basic mass media (Television
and Cinema) and the consumer motivations of the advertisements
they broadcast have become a focus of study.
Given that the viewers of the mass media in question have shifted
from a passive position to a more active one especially in recent years
and approach contents of advertisements, as they do all contents, in a
more critical and “pitiless" manner, it is possible to say that
individuals make more use of advertisements than in the past and
combine their individual goals with the goals of the advertisements.
This study, which aims at finding out what the goals of these new
individual advertisement use are, how they are shaped by the distinct
characteristics of Television and Cinema, where visuality takes
precedence as basic mass media, and what kind of places they occupy
in the minds of consumers, has determined consumers- motivations
as: “Entertainment", “Escapism", “Play", “Monitoring/Discovery",
“Opposite Sex" and “Aspirations and Role Models".
This study intends to reveal the differences or similarities among
the needs and hence the gratifications of viewers who consume
advertisements on Television or at the Cinema, which are two basic
media where visuality is prioritized.