Abstract: Due to the fast development of technology, the
competition of technological products is turbulent; therefore, it is
important to understand the market trend, consumers- demand and
preferences. As the smartphones are prevalent, the main purpose of
this paper is to utilize Analytic Hierarchy Process (AHP) to analyze
consumer-s purchase evaluation factors of smartphones. Through the
AHP expert questionnaire, the smartphones- main functions are
classified as “user interface", “mobile commerce functions",
“hardware and software specifications", “entertainment functions" and
“appearance and design", five aspects to analyze the weights. Then
four evaluation criteria are evaluated under each aspect to rank the
weights. Based on an analysis of data shows that consumers consider
when purchase factors are “hardware and software specifications",
“user interface", “appearance and design", “mobile commerce
functions" and “entertainment functions" in sequence. The “hardware
and software specifications" aspect obtains the weight of 33.18%; it is
the most important factor that consumers are taken into account. In
addition, the most important evaluation criteria are central processing
unit, operating system, touch screen, and battery function in sequence.
The results of the study can be adopted as reference data for mobile
phone manufacturers in the future on the design and marketing
strategy to satisfy the voice of customer.
Abstract: The research titled “Developing of Thai Classical Music Ensemble in Rattanakosin Period" aimed 1) to study the history of Thai Classical Music Ensemble in Rattanakosin Period and 2) to analyze changing in each period of Rattanakosin Era. This is the historical and documentary research. The data was collected by in-depth interview those musicians, and academic music experts and field study. The focus group discussion was conducted to analyze and conclude the findings. The research found that the history of Thai Classical Music Ensemble in Rattanakosin Period derived from the Ayutthaya period. Thai classical music ensemble consisted of “Wong Pipat", “Wong Mahori", “Wong Kreang Sai". “Wong Kubmai", “Wong Krongkak", “Brass Band", and “Kan Band" which were used to ceremony, ritual, drama, performs and entertainment. Changed of the Thai music in the early Rattanakosin Period were passed from the Ayutthaya Period and the influence of the western civilization. New Band formed in Thai Music were “Orchestra" and “Contemporary Band". The role of Thai music was changed from the ceremonial rituals to entertainment. Development of the Thai music during the reign of King Rama 1 to King Rama 7, was improved from the court. But after the revolution, the musical patronage of the court was maintained by the Government. Thai Classical Music Ensemble were performed to be standard pattern.
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.
Abstract: This paper addresses the development of an intelligent vision system for human-robot interaction. The two novel contributions of this paper are 1) Detection of human faces and 2) Localizing the eye. The method is based on visual attributes of human skin colors and geometrical analysis of face skeleton. This paper introduces a spatial domain filtering method named ?Fuzzily skewed filter' which incorporates Fuzzy rules for deciding the gray level of pixels in the image in their neighborhoods and takes advantages of both the median and averaging filters. The effectiveness of the method has been justified over implementing the eye tracking commands to an entertainment robot, named ''AIBO''.
Abstract: Mobile marketing through mobile messaging service
has highly impressive growth as it enables e-business firms to
communicate with their customers effectively. Educational
institutions hence start using this service to enhance communication
with their students. Previous studies, however, have limited
understanding of applying mobile messaging service in education.
This study proposes a theoretical model to understand the drivers of
students- intentions to use the university-s mobile messaging service.
The model indicates that social influence, perceived control and
attitudes affect students- intention to use the university-s mobile
messaging service. It also provides five antecedents of students-
attitudes–perceived utility (information utility, entertainment utility,
and social utility), innovativeness, information seeking, transaction
specificity (content specificity, sender specificity, and time
specificity) and privacy concern. The proposed model enables
universities to understand what students concern about the use of a
mobile messaging service in universities and handle the service more
effectively. The paper discusses the model development and
concludes with limitations and implications of the proposed model.
Abstract: Electronics Products that achieve high levels of integrated communications, computing and entertainment, multimedia features in small, stylish and robust new form factors are winning in the market place. Due to the high costs that an industry may undergo and how a high yield is directly proportional to high profits, IC (Integrated Circuit) manufacturers struggle to maximize yield, but today-s customers demand miniaturization, low costs, high performance and excellent reliability making the yield maximization a never ending research of an enhanced assembly process. With factors such as minimum tolerances, tighter parameter variations a systematic approach is needed in order to predict the assembly process. In order to evaluate the quality of upcoming circuits, yield models are used which not only predict manufacturing costs but also provide vital information in order to ease the process of correction when the yields fall below expectations. For an IC manufacturer to obtain higher assembly yields all factors such as boards, placement, components, the material from which the components are made of and processes must be taken into consideration. Effective placement yield depends heavily on machine accuracy and the vision of the system which needs the ability to recognize the features on the board and component to place the device accurately on the pads and bumps of the PCB. There are currently two methods for accurate positioning, using the edge of the package and using solder ball locations also called footprints. The only assumption that a yield model makes is that all boards and devices are completely functional. This paper will focus on the Monte Carlo method which consists in a class of computational algorithms (information processed algorithms) which depends on repeated random samplings in order to compute the results. This method utilized in order to recreate the simulation of placement and assembly processes within a production line.
Abstract: The Virtual Reality (VR) is becoming increasingly
important for business, education, and entertainment, therefore VR
technology have been applied for training purposes in the areas of
military, safety training and flying simulators. In particular, the
superior and high reliability VR training system is very important in
immersion. Manipulation training in immersive virtual environments
is difficult partly because users must do without the hap contact with
real objects they rely on in the real world to orient themselves and
their manipulated.
In this paper, we create a convincing questionnaire of immersion
and an experiment to assess the influence of immersion on
performance in VR training system. The Immersion Questionnaire
(IQ) included spatial immersion, Psychological immersion, and
Sensory immersion. We show that users with a training system
complete visual attention and detection of signals. Twenty subjects
were allocated to a factorial design consisting of two different VR
systems (Desktop VR and Projector VR). The results indicated that
different VR representation methods significantly affected the
participants- Immersion dimensions.
Abstract: The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
Abstract: The study was a case study analysis about Thai Asia
Pacific Brewery Company. The purpose was to analyze the
company’s marketing objective, marketing strategy at company level,
and marketing mix before liquor liberalization in 2000. Methods used
in this study were qualitative and descriptive research approach
which demonstrated the following results of the study demonstrated
as follows: (1) Marketing objective was to increase market share of
Heineken and Amtel, (2) the company’s marketing strategies were
brand building strategy and distribution strategy. Additionally, the
company also conducted marketing mix strategy as follows. Product
strategy: The company added more beer brands namely Amstel and
Tiger to provide additional choice to consumers, product and
marketing research, and product development. Price strategy: the
company had taken the following into consideration: cost,
competitor, market, economic situation and tax. Promotion strategy:
the company conducted sales promotion and advertising. Distribution
strategy: the company extended channels its channels of distribution
into food shops, pubs and various entertainment places. This strategy
benefited interested persons and people who were engaged in the beer
business.
Abstract: This research aims to examine the key success factors
for the diffusion of mobile entertainment services in Malaysia. The
drivers and barriers observed in this research include perceived
benefit; concerns pertaining to pricing, product and technological
standardization, privacy and security; as well as influences from
peers and community. An analysis of a Malaysian survey of 384
respondents between 18 to 25 years shows that subscribers placed
greater importance on perceived benefit of mobile entertainment
services compared to other factors. Results of the survey also show
that there are strong positive correlations between all the factors,
with pricing issue–perceived benefit showing the strongest
relationship. This paper aims to provide an extensive study on the
drivers and barriers that could be used to derive architecture for
entertainment service provision to serve as a guide for telcos to
outline suitable approaches in order to encourage mass market
adoption of mobile entertainment services in Malaysia.
Abstract: This paper presents a compact thermoelectric power generator system based on temperature difference across the element. The system can transfer the burning heat energy to electric energy directly. The proposed system has a thermoelectric generator and a power control box. In the generator, there are 4 thermoelectric modules (TEMs), each of which uses 2 thermoelectric chips (TEs) and 2 cold sinks, 1 thermal absorber, and 1 thermal conduction flat board. In the power control box, there are 1 storing energy device, 1 converter, and 1 inverter. The total net generating power is about 11W. This system uses commercial portable gas stoves or burns timber or the coal as the heat source, which is easily obtained. It adopts solid-state thermoelectric chips as heat inverter parts. The system has the advantages of being light-weight, quite, and mobile, requiring no maintenance, and havng easily-supplied heat source. The system can be used a as long as burning is allowed. This system works well for highly-mobilized outdoors situations by providing a power for illumination, entertainment equipment or the wireless equipment at refuge. Under heavy storms such as typhoon, when the solar panels become ineffective and the wind-powered machines malfunction, the thermoelectric power generator can continue providing the vital power.
Abstract: This paper explains a project based learning method where autonomous mini-robots are developed for research, education and entertainment purposes. In case of remote systems wireless sensors are developed in critical areas, which would collect data at specific time intervals, send the data to the central wireless node based on certain preferred information would make decisions to turn on or off a switch or control unit. Such information transfers hardly sums up to a few bytes and hence low data rates would suffice for such implementations. As a robot is a multidisciplinary platform, the interfacing issues involved are discussed in this paper. The paper is mainly focused on power supply, grounding and decoupling issues.
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: Computers are increasingly being used as educational
tools in elementary/primary schools worldwide. A specific
application of such computer use, is that of multimedia games, where
the aim is to combine pedagogy and entertainment. This study
reports on a case-study whereby an educational multimedia game has
been developed for use by elementary school children. The stages of
the application-s design, implementation and evaluation are
presented. Strengths of the game are identified and discussed, and its
weaknesses are identified, allowing for suggestions for future redesigns.
The results show that the use of games can engage children
in the learning process for longer periods of time with the added
benefit of the entertainment factor.
Abstract: The role of entrepreneurs in generating the economy is
very important. Thus, nurturing entrepreneurship skills among
society is very crucial and should start from the early age. One of the
methods is to teach through game such as board game. Game
provides a fun and interactive platform for players to learn and play.
Besides that as today-s world is moving towards Islamic approach in
terms of finance, banking and entertainment but Islamic based game
is still hard to find in the market especially games on
entrepreneurship. Therefore, there is a gap in this segment that can be
filled by learning entrepreneurship through game. The objective of
this paper is to develop an entrepreneurship digital-based game
entitled “Catur Bistari" that is based on Islamic business approach.
Knowledge and skill of entrepreneurship and Islamic business
approach will be learned through the tasks that are incorporated
inside the game.
Abstract: This article is investigating Boria which is a kind of common performance in Malaysia. Boria has been known as Boria and Borea and both are correct, but Boria is more common. 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: The aim of this study is to discover secondary school students’ perceptions related to information technologies and the connections between concepts in their cognitive structures. A word association test consisting of six concepts related to information technologies is used to collect data from 244 secondary school students. Concept maps that present students’ cognitive structures are drawn with the help of frequency data. Data are analyzed and interpreted according to the connections obtained as a result of the concept maps. It is determined students associate most with these concepts—computer, Internet, and communication of the given concepts, and associate least with these concepts—computer-assisted education and information technologies. These results show the concepts, Internet, communication, and computer, are an important part of students’ cognitive structures. In addition, students mostly answer computer, phone, game, Internet and Facebook as the key concepts. These answers show students regard information technologies as a means for entertainment and free time activity, not as a means for education.
Abstract: The mosaicing technique has been employed in more and more application fields, from entertainment to scientific ones. In the latter case, often the final evaluation is still left to human beings, that assess visually the quality of the mosaic. Many times, a lack of objective measurements in microscopic mosaicing may prevent the mosaic from being used as a starting image for further analysis. In this work we analyze three different metrics and indexes, in the domain of signal analysis, image analysis and visual quality, to measure the quality of different aspects of the mosaicing procedure, such as registration errors and visual quality. As the case study we consider the mosaicing algorithm we developed. The experiments have been carried out by considering mosaics with very different features: histological samples, that are made of detailed and contrasted images, and live stem cells, that show a very low contrast and low detail levels.
Abstract: Face Recognition has always been a fascinating research area. It has drawn the attention of many researchers because of its various potential applications such as security systems, entertainment, criminal identification etc. Many supervised and unsupervised learning techniques have been reported so far. Principal Component Analysis (PCA), Self Organizing Maps (SOM) and Independent Component Analysis (ICA) are the three techniques among many others as proposed by different researchers for Face Recognition, known as the unsupervised techniques. This paper proposes integration of the two techniques, SOM and PCA, for dimensionality reduction and feature selection. Simulation results show that, though, the individual techniques SOM and PCA itself give excellent performance but the combination of these two can also be utilized for face recognition. Experimental results also indicate that for the given face database and the classifier used, SOM performs better as compared to other unsupervised learning techniques. A comparison of two proposed methodologies of SOM, Local and Global processing, shows the superiority of the later but at the cost of more computational time.