Abstract: The field of education is an ever-evolving area constantly enriched by newly discovered techniques provided by active research in all areas of technologies. The recent years have witnessed the introduction of a number of promising technologies and applications to enhance the teaching and learning experience. Virtual Reality (VR) applications are considered one of the evolving methods that have contributed to enhancing education in many fields. VR creates an artificial environment, using computer hardware and software, which is similar to the real world. This simulation provides a solution to improve the delivery of materials, which facilitates the teaching process by providing a useful aid to instructors, and enhances the learning experience by providing a beneficial learning aid. In order to assure future utilization of such systems, students’ perceptions were examined toward utilizing VR as an educational tool in the Faculty of Information Technology (IT) in The University of Jordan. A questionnaire was administered to IT undergraduates investigating students’ opinions about the potential opportunities that VR technology could offer and its implications as learning and teaching aid. The results confirmed the end users’ willingness to adopt VR systems as a learning aid. The result of this research forms a solid base for investing in a VR system for IT education.
Abstract: Customer experience is increasingly the differentiator between successful companies and those who struggle. Currently, customer experiences become more dynamic; and they advance with each interaction between the company and a customer. Every customer conversation and any effort to evolve these conversations would be beneficial and should ultimately result in a positive customer experience. The aim of this paper is to analyze the evolving customer experience management landscape and the relevant challenges and opportunities. A case study on the “paper machine” companies is chosen. Hence, this paper analyzes the challenges and opportunities in customer experience management of paper machine companies for the case of “road to steel”. Road to steel shows the journey of steel from raw material to end product (i.e. paper machine in this paper). ALPHA (Steel company) and BETA (paper machine company), are chosen and their efforts to evolve the customer experiences are investigated. Semi-structured interviews are conducted with experts in those companies to identify the challenges and opportunities of the evolving customer experience management from their point of view. The findings of this paper contribute to the theory and business practices in the realm of the evolving customer experience management landscape.
Abstract: Throughout film history, the regular return of 3D cinema has been discussed in connection to crises caused by the advent of television or the competition of the Internet. In addition, the three waves of stereoscopic 3D (from 1952 up to 1983) and its current digital version have been blamed for adding a challenging technical distraction to the viewing experience. By discussing the films Dial M for Murder (1954) and Goodbye to Language (2014), the paper aims to analyze the response of recognized auteurs to the use of 3D techniques in filmmaking. For Alfred Hitchcock, the solution to attaining perceptual immersion paradoxically resided in restraining the signature effect of 3D, namely protrusion. In Jean-Luc Godard’s vision, 3D techniques allowed him to explore perceptual absorption by means of depth of field, for which he had long advocated as being central to cinema. Thus, both directors contribute to the foundation of an auteur aesthetic in 3D filmmaking.
Abstract: The study discusses the effectiveness of health and safety induction practices on construction sites against the background of the Zambian construction industry experience. The research design included the literature review of relevant literature. Questionnaires and interviews were administered to regulatory bodies, health, and safety personnel. Observation was also employed on construction sites to assess the health and safety practices being used. Health and safety in the construction industry are not something to be ignored or overlooked. The construction industry needs to take heed of the serious consequences of inadequate health and safety induction practices. The implications of inadequate health and safety induction procedures included among others threats to profitability, corporate social responsibility and increased turnover of the workforce leading to poor productivity. Adequate health and safety practices can improve the health and wellbeing of employees, reduce financial implications on firms and encourage productivity on construction sites. Despite this, accidents are still prevalent on construction sites in Zambia. The overall result of this research denotes that the implementation of health and safety induction practices is inadequate, as indicated by the negligent and non-adherent attitude to health and safety induction aspects on the sites by most stakeholders on construction sites. Therefore, health and safety induction practices are ineffective as preventive measures for reduction of accidents on construction sites in Zambia.
Abstract: In Jesuit universities, laypersons, who come from the same or different faith backgrounds or traditions, are considered as collaborators in mission. The Jesuits themselves support the contributions of the lay partners in realizing the mission of the Society of Jesus and recognize the important role that they play in education. This study aims to investigate and generate particular notions and understandings of lived experiences of being a lay partner in Jesuit universities in the Philippines, particularly those involved in higher education. Using the qualitative approach as introduced by grounded theorist Barney Glaser, the lay partners’ concept of being a partner, as lived in higher education, is generated systematically from the data collected in the field primarily through in-depth interviews, field notes and observations. Glaser’s constant comparative method of analysis of data is used going through the phases of open coding, theoretical coding, and selective coding from memoing to theoretical sampling to sorting and then writing. In this study, Glaser’s grounded theory as a methodology will provide a substantial insight into and articulation of the layperson’s actual experience of being a partner of the Jesuits in education. Such articulation provides a phenomenological approach or framework to an understanding of the meaning and core characteristics of Jesuit-Lay partnership in Jesuit educational institution of higher learning in the country. This study is expected to provide a framework or model for lay partnership in academic institutions that have the same practice of having lay partners in mission.
Abstract: This paper presents the project and experiment-based fluid dynamics education in Meisei University, a private institution in Tokyo, Japan. We pay attention not only to the basic engineering courses but also to the practical aspect of engineering experience. So, we prepare courses called the Projects from I to VI. The Projects I and II are designed for the first year, III and IV are designated for the second year, V and VI are prepared for the third year, respectively. Each supervisor is responsible for two of these projects every year. When students take the Project V and VI at the third year, we automatically assume that these students will join the lab of the project for the graduation thesis. We would like to show our experience in the Project I in the summer term, 2016. In this project, we introduce a traction flight vehicle called Cat Flyer. This is a kind of a kite towed by a car for example. This is very similar to parasailing, but flight is possible even on the roads. Experiments in mechanical engineering education are also very important, and we would like to explain our course on centrifugal pump, venture, and orifice. Although these are described in detail in the text books of fluid dynamics, it is still crucial to have practical experiments as a student.
Abstract: This research aims to describe teenager delinquency behavior (Juvenile Delinquency) of senior high school students in Surabaya, Indonesia. Juvenile Delinquency is a broad range of behaviors start from socially unacceptable behavior (overreact in school), violation (escape from home) to crimes (like stealing). This research uses quantitative descriptive method using 498 students who come from 8 different schools in Surabaya as subjects. Juvenile Delinquency behavior form questionnaire has been completed by subjects and was used to measure and describe the behavior. The result of this research is presented in statistic descriptive forms. Result shows that 169 subjects skip school, 55 subjects get out of home without parent’s permission, 110 subjects engage in smoking behavior, 74 subjects damage other people properties, 32 subjects steal, 16 subjects exploit others and 7 subjects engage in drug abuse. Frequency of the top five mentioned behavior are 1-10 times. It is also found that subject’s peers are most likely to be the victim of Juvenile Delinquency. The reasons teenagers engage in Juvenile Delinquency include (1) feeling tired, bored or lazy – that contributes to their skip school behavior (2) Having a lot of problem with parents - contrives them to run away from home, (3) accidentally damage other people’s properties, (4) financial problems – force them to steal and exploit, (5) feeling like having a lot of life problems – that makes them do drugs (6) trying smoking for experience.
Abstract: Nuclear technology is a controversial issue among a great share of the Brazilian population. Misinformation and common wrong beliefs confuse public’s perceptions and the scientific community is expected to offer a wider perspective on the benefits and risks resulting from ionizing radiation in everyday life. Attentive to the need of new approaches between science and society, the Nuclear Energy Museum, in northeast Brazil, is an initiative created to communicate the growing impact of the beneficial applications of nuclear technology in medicine, industry, agriculture and electric power generation. Providing accessible scientific information, the museum offers a rich learning environment, making use of different educational strategies, such as films, interactive panels and multimedia learning tools, which not only increase the enjoyment of visitors, but also maximize their learning potential. Developed according to modern active learning instructional strategies, multimedia materials are designed to present the increasingly role of nuclear science in modern life, transforming science education into a meaningful learning experience. In year 2016, nine different interactive computer-based activities were developed, presenting curiosities about ionizing radiation in different landmarks around the world, such as radiocarbon dating works in Egypt, nuclear power generation in France and X-radiography of famous paintings in Italy. Feedback surveys have reported a high level of visitors’ satisfaction, proving the high quality experience in learning nuclear science at the museum. The Nuclear Energy Museum is the first and, up to the present time, the only permanent museum in Brazil devoted entirely to nuclear science.
Abstract: Augmented Reality (AR) has taken a big leap with the introduction of mobile applications which co-locate bi-dimensional (e.g. photo, video, text) and tridimensional information with the location of the user enriching his/her experience. This study presents the advantages of using Mobile Augmented Reality (MAR) technologies in traveling applications, improving cultural heritage exploration. We propose a location-based AR application which combines co-location with the augmented visual information about Pisa monuments to establish a friendly navigation in this historic city. AR was used to render contextual visual information in the outdoor environment. The developed Android-based application offers two different options: it provides the ability to identify the monuments positioned close to the user’s position and it offers location information for getting near the key touristic objectives. We present the process of creating the monuments’ 3D map database and the navigation algorithm.
Abstract: In patients with acute lymphoblastic leukaemia (ALL), treatment response is increasingly evaluated with minimal residual disease (MRD) analyses. Flow Cytometry (FCM) is a fast and sensitive method to detect MRD. However, the interpretation of these multi-parametric data requires intensive operator training and experience. This paper presents a pipeline-software, as a ready-to-use FCM-based MRD-assessment tool for the daily clinical practice for patients with ALL. The new tool increases accuracy in assessment of FCM-MRD in samples which are difficult to analyse by conventional operator-based gating since computer-aided analysis potentially has a superior resolution due to utilization of the whole multi-parametric FCM-data space at once instead of step-wise, two-dimensional plot-based visualization. The system developed as a telemedical network reduces the work-load and lab-costs, staff-time needed for training, continuous quality control, operator-based data interpretation. It allows dissemination of automated FCM-MRD analysis to medical centres which have no established expertise for the benefit of an even larger community of diseased children worldwide. We established a telemedical network system for analysis and clinical follow-up and treatment monitoring of Leukaemia. The system is scalable and adapted to link several centres and laboratories worldwide.
Abstract: Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.
Abstract: Summative feedback forms are used in academia for gathering data on course quality and student understanding. Students answer a series of questions based on the course they are soon to finish in these forms. Feedback forms are notorious for being homogenised and limiting and thus the data captured is often neutral and lacking in tacit emotional responses. This paper contrasts student feedback forms with collaborative drawing. We analyse 19 pictures drawn by international students on a pre-sessional course. Through visuals we present an approach to enable a holistic level of student understanding. Visuals communicate irrespective of possible language, cultural and educational barriers. This paper sought to discover if the pictures mirrored the feedback given on a typical feedback form. Findings indicate a considerable difference in the two approaches and thus we highlight the value of collaborative drawing as a complimentary resource to aid the understanding of student experience.
Abstract: MSN used to be the most popular application for
communicating among social networks, but Facebook chat is now the
most popular. Facebook and MSN have similar characteristics,
including usefulness, ease-of-use, and a similar function, which is the
exchanging of information with friends. Facebook outperforms MSN
in both of these areas. However, the adoption of Facebook and
abandonment of MSN have occurred for other reasons. Functions can
be improved, but users’ willingness to use does not just depend on
functionality. Flow status has been established to be crucial to users’
adoption of cyber applications and to affects users’ adoption of
software applications. If users experience flow in using software
application, they will enjoy using it frequently, and even change their
preferred application from an old to this new one. However, no
investigation has examined choice behavior related to switching from
Facebook to MSN based on a consideration of flow experiences and
functions. This investigation discusses the flow experiences and
functions of social-networking applications. Flow experience is found
to affect perceived ease of use and perceived usefulness; perceived
ease of use influences information ex-change with friends, and
perceived usefulness; information exchange influences perceived
usefulness, but information exchange has no effect on flow
experience.
Abstract: Internship is a supervised and structured learning
experience related to one’s field of study or career goal. Internship
allows students to obtain work experience and the opportunity to
apply skills learned during university. Internship is a valuable
learning experience for students; however, literature on employer
assessment is scarce on Malaysian student’s internship experience.
This study focuses on employer’s perspective on student’s
performances during their three months of internship. The results are
based on the descriptive analysis of 45 sets of question gathered from
the on-site supervisors of the interns. The survey of 45 on-site
supervisor’s feedback was collected through postal mail. It was found
that, interns have not met their on-site supervisor’s expectations in
many areas. The significance of this study is employer’s assessment
on the internship shall be used as feedback to improve on ways how
to prepare students for their internship and employments in future.
Abstract: The UK is leading in online retail and mobile
adoption. However, there is a dearth of information relating to mobile
apparel retail, and developing an understanding about consumer
browsing and purchase behaviour in m-retail channel would provide
apparel marketers, mobile website and app developers with the
necessary understanding of consumers’ needs. Despite the rapid
growth of mobile retail businesses, no published study has examined
shopping behaviour on fashion mobile apps and websites. A mixed method approach helped to understand why fashion
consumers prefer websites on smartphones, when diverse mobile
apps are also available. The following research methods were
employed: survey, eye-tracking experiments, observation, and
interview with retrospective think aloud. The mobile gaze tracking
device by SensoMotoric Instruments was used to understand
frustrations in navigation and other issues facing consumers in
mobile channel. This method helped to validate and compliment
other traditional user-testing approaches in order to optimize user
experience and enhance the development of mobile retail channel.
The study involved eight participants - females aged 18 to 35 years
old, who are existing mobile shoppers. The participants used the
Topshop mobile app and website on a smart phone to complete a task
according to a specified scenario leading to a purchase. The
comparative study was based on: duration and time spent at different
stages of the shopping journey, number of steps involved and product
pages visited, search approaches used, layout and visual clues, as
well as consumer perceptions and expectations. The results from the data analysis show significant differences in
consumer behaviour when using a mobile app or website on a smart
phone. Moreover, two types of problems were identified, namely
technical issues and human errors. Having a mobile app does not
guarantee success in satisfying mobile fashion consumers. The
differences in the layout and visual clues seem to influence the
overall shopping experience on a smart phone. The layout of search
results on the website was different from the mobile app. Therefore,
participants, in most cases, behaved differently on different
platforms. The number of product pages visited on the mobile app
was triple the number visited on the website due to a limited visibility
of products in the search results. Although, the data on traffic trends
held by retailers to date, including retail sector breakdowns for visits
and views, data on device splits and duration, might seem a valuable
source of information, it cannot explain why consumers visit many
product pages, stay longer on the website or mobile app, or abandon
the basket. A comprehensive list of pros and cons was developed by
highlighting issues for website and mobile app, and recommendations
provided. The findings suggest that fashion retailers need to be aware of
actual consumers’ behaviour on the mobile channel and their expectations in order to offer a seamless shopping experience. Added
to which is the challenge of retaining existing and acquiring new
customers. There seem to be differences in the way fashion
consumers search and shop on mobile, which need to be explored in
further studies.
Abstract: A repairable mechanical system (as agricultural
tractor) is subject to deterioration or repeated failure and needs a
repair shops and also operator’s capability for the repair and
maintenance operations. Data are based on field visits and interviews
with 48MF 285 tractor operators from 14 villages collected in north
of Khouzestan province. The results showed that most operators were
lack the technical skill to service and repair tractors due to
insufficient training, specific education and work experience.
Inadequate repair and maintenance facilities, such as workshops,
mechanics and spare parts depots cause delays in repair work in the
survey areas. Farmers do not keep accurate service records and most
of them disregard proper maintenance and service of their tractors,
such as changing engine oil without following the manufacturer’s
recommendations. Since, Repair and maintenance facilities should be
established in village areas to guarantee timely repair in case of
breakdowns and to make spare parts available at low price. The
operators should keep service records accurately and adhere to
maintenance and service schedules according to the manufacturer’s
instructions. They should also be encouraged to do the service and
maintain their tractors properly.
Abstract: This study aims to increase understanding of the
transition of business models in servitization. The significance of
service in all business has increased dramatically during the past
decades. Service-dominant logic (SDL) describes this change in the
economy and questions the goods-dominant logic on which business
has primarily been based in the past. A business model canvas is one
of the most cited and used tools in defining end developing business
models. The starting point of this paper lies in the notion that the
traditional business model canvas is inherently goods-oriented and
best suits for product-based business. However, the basic differences
between goods and services necessitate changes in business model
representations when proceeding in servitization. Therefore, new
knowledge is needed on how the conception of business model and
the business model canvas as its representation should be altered in
servitized firms in order to better serve business developers and interfirm
co-creation. That is to say, compared to products, services are
intangible and they are co-produced between the supplier and the
customer. Value is always co-created in interaction between a
supplier and a customer, and customer experience primarily depends
on how well the interaction succeeds between the actors. The role of
service experience is even stronger in service business compared to
product business, as services are co-produced with the customer. This paper provides business model developers with a service
business model canvas, which takes into account the intangible,
interactive, and relational nature of service. The study employs a
design science approach that contributes to theory development via
design artifacts. This study utilizes qualitative data gathered in
workshops with ten companies from various industries. In particular,
key differences between Goods-dominant logic (GDL) and SDLbased
business models are identified when an industrial firm
proceeds in servitization. As the result of the study, an updated version of the business
model canvas is provided based on service-dominant logic. The
service business model canvas ensures a stronger customer focus and
includes aspects salient for services, such as interaction between
companies, service co-production, and customer experience. It can be
used for the analysis and development of a current service business
model of a company or for designing a new business model. It
facilitates customer-focused new service design and service
development. It aids in the identification of development needs, and
facilitates the creation of a common view of the business model.
Therefore, the service business model canvas can be regarded as a
boundary object, which facilitates the creation of a common
understanding of the business model between several actors involved.
The study contributes to the business model and service business
development disciplines by providing a managerial tool for
practitioners in service development. It also provides research insight
into how servitization challenges companies’ business models.
Abstract: A large amount of software products offer a wide
range and number of features. This is called featuritis or creeping
featurism and tends to rise with each release of the product. Feautiris
often adds unnecessary complexity to software, leading to longer
learning curves and overall confusing the users and degrading their
experience. We take a look to a new design approach tendency that
has been coming up, the so-called “What You Get is What You
Need” concept that argues that products should be very focused,
simple and with minimalistic interfaces in order to help users conduct
their tasks in distraction-free ambiences. This isn’t as simple to
implement as it might sound and the developers need to cut down
features. Our contribution illustrates and evaluates this design method
through a novel distraction-free diagramming tool named Delineato
Pro for Mac OS X in which the user is confronted with an empty
canvas when launching the software and where tools only show up
when really needed.
Abstract: Nowadays, several research studies point up that an
active lifestyle is essential for physical and mental health benefits.
Mobile phones have greatly influenced people’s habits and attitudes
also in the way they exercise. Our research work is mainly focused on
investigating how to exploit mobile technologies to favour people’s
exertion experience. To this end, we developed an exertion framework
users can exploit through a real world mobile application, called
EverywhereSport Run (EWRun), designed to act as a virtual personal
trainer to support runners during their trainings. In this work, inspired
by both previous findings in the field of interaction design for people
with visual impairments, feedback gathered from real users of our
framework, and positive results obtained from two experimentations,
we present some new interaction facilities we designed to enhance
the interaction experience during a training. The positive obtained
results helped us to derive some interaction design recommendations
we believe will be a valid support for designers of future mobile
systems conceived to be used in circumstances where there are limited
possibilities of interaction.
Abstract: The aim of this research was to reveal the link
between mental variables, such as spatial abilities, memory, intellect
and professional experience of drivers.
Participants were allocated to four groups: no experience,
inexperienced, skilled and professionals (total 85 participants). The
level of ability for spatial navigation and indicator of nonverbal
memory grow along the process of accumulation of driving
experience. At high levels of driving experience, this tendency is
especially noticeable. The professionals having personal
achievements in driving (racing) differ from skilled drivers in better
feeling of direction, which is specific for them not just in a short-term
situation of an experimental task, but also in life-size perspective.
The level of ability of mental rotation does not grow with the growth
of driving experience, which confirms the multiple intelligence
theory according to which spatial abilities represent specific, other
than logical intelligence type of intellect. The link between spatial
abilities, memory, intellect and professional experience of drivers
seems to be different relating spatial navigation or mental rotation as
different kinds of spatial abilities.