Abstract: With the rapid spread of the COVID-19 pandemic, the Saudi government suspended students from going to school to combat the outbreak. As e-learning was not applied at all in schools, online teaching and learning have been revived in Saudi Arabia by providing a new platform called ‘Madrasati’. The Decomposed Theory of Planned Behaviour (DTPB) is used to examine individuals’ intention behaviour in many fields. Nevertheless, the factors that affect teachers’ continuance intention of the Madrasati platform have not yet been investigated. The purpose of this paper is to present a conceptual model in light with DTPB. To enhance the predictability of the model, the study incorporates other variables including learning content quality and interactivity as sub-factors under the perceived usefulness, students and government influences under the subjective norms, and technical support and prior e-learning experience under the perceived behavioural control. The model will be further validated using a mixed methods approach. Such findings would help administrators and stakeholders to understand teachers’ needs and develop new methods that might encourage teachers to continue using Madrasati effectively in their teaching.
Abstract: Frontline workers performing client service duties in finance-oriented firms in most sub-Saharan African countries, such as Ghana, are known to be challenged in the conduct of their activities. The challenge is attributed to clients’ continued demand for real-time services from such workers, despite the introduction of technological interventions to offset the situation. This has caused such frontline workers to experience increases in their work-induced emotions with consequential effects on their work-induced happiness. This study, therefore, explored the effect of frontline workers’ work-induced emotions on their worked-induced happiness when providing tellering services to clients. A cross-sectional design and quantitative technique were used. Data were collected from a sample of 280 frontline workers using questionnaire. Based on the analysis, it was found that an increase in the frontline workers’ work-induced emotions, caused by their feelings of strain, burnout, frustration, and hard work, had consequential effect on their work-induced happiness. This consequential effect was also found to be aggravated by the workers’ senses of being stretched beyond limit, being emotionally drained, and being used up by their work activities. It is concluded that frontline workers in finance-oriented firms can provide quality real-time services to clients without increases in their work-induced emotions, but with enhanced work-induced happiness, when the psychological and physiological emotional factors associated with the challenged work activities are understood and remedied. Management of the firms can use such understanding to redesign the activities of their frontline workers and improve the quality of their service delivery interactivity with clients.
Abstract: In order to explore the key factors affecting the robot program learning intention of school students, this study takes the technology acceptance model as the theoretical basis and invites 167 students from Jiading District of Shanghai as the research subjects. In the robot course, the model of school students on their learning behavior is constructed. By verifying the causal path relationship between variables, it is concluded that teachers can enhance students’ perceptual usefulness to robotics courses by enhancing subjective norms, entertainment perception, and reducing technical anxiety, such as focusing on the gradual progress of programming and analyzing learner characteristics. Students can improve perceived ease of use by enhancing self-efficacy. At the same time, robot hardware designers can optimize in terms of entertainment and interactivity, which will directly or indirectly increase the learning intention of the robot course. By changing these factors, the learning behavior of primary and secondary school students can be more sustainable.
Abstract: The article presents the results of the creative analysis and comparison of trends in the development of the theory of public administration during the period from the second half of the 20th to the beginning of the 21st century. The process of conceptualization of the priorities of public administration in the dynamics of reforming was held under the influence of such factors as globalization, integration, information and technological changes and human rights is examined. The priorities of the social state in the concepts of the second half of the 20th century are studied. Peculiar approaches to determining the priorities of public administration in the countries of "Soviet dictatorship" in Central and Eastern Europe in the same period are outlined. Particular attention is paid to the priorities of public administration regarding the interaction between public power and society and the development of conceptual foundations for the modern managerial process. There is a thought that the dynamics of the formation of concepts of the European governance is characterized by the sequence of priorities: from socio-economic and moral-ethical to organizational-procedural and non-hierarchical ones. The priorities of the "welfare state" were focused on the decent level of material wellbeing of population. At the same time, the conception of "minimal state" emphasized priorities of human responsibility for their own fate under the conditions of minimal state protection. Later on, the emphasis was placed on horizontal ties and redistribution of powers and competences of "effective state" with its developed procedures and limits of responsibility at all levels of government and in close cooperation with the civil society. The priorities of the contemporary period are concentrated on human rights in the concepts of "good governance" and all the following ones, which recognize the absolute priority of public administration with compliance, provision and protection of human rights. There is a proved point of view that civilizational changes taking place under the influence of information and technological imperatives also stipulate changes in priorities, redistribution of emphases and update principles of managerial concepts on the basis of publicity, transparency, departure from traditional forms of hierarchy and control in favor of interactivity and inter-sectoral interaction, decentralization and humanization of managerial processes. The necessity to permanently carry out the reorganization, by establishing the interaction between different participants of public power and social relations, to establish a balance between political forces and social interests on the basis of mutual trust and mutual understanding determines changes of social, political, economic and humanitarian paradigms of public administration and their theoretical comprehension. The further studies of theoretical foundations of modern public administration in interdisciplinary discourse in the context of ambiguous consequences of the globalizational and integrational processes of modern European state-building would be advisable. This is especially true during the period of political transformations and economic crises which are the characteristic of the contemporary Europe, especially for democratic transition countries.
Abstract: As 3D video is explored as a hot research topic in the last few decades, free-viewpoint TV (FTV) is no doubt a promising field for its better visual experience and incomparable interactivity. View synthesis is obviously a crucial technology for FTV; it enables to render images in unlimited numbers of virtual viewpoints with the information from limited numbers of reference view. In this paper, a novel hybrid synthesis framework is proposed and blending priority is explored. In contrast to the commonly used View Synthesis Reference Software (VSRS), the presented synthesis process is driven in consideration of the temporal correlation of image sequences. The temporal correlations will be exploited to produce fine synthesis results even near the foreground boundaries. As for the blending priority, this scheme proposed that one of the two reference views is selected to be the main reference view based on the distance between the reference views and virtual view, another view is chosen as the auxiliary viewpoint, just assist to fill the hole pixel with the help of background information. Significant improvement of the proposed approach over the state-of –the-art pixel-based virtual view synthesis method is presented, the results of the experiments show that subjective gains can be observed, and objective PSNR average gains range from 0.5 to 1.3 dB, while SSIM average gains range from 0.01 to 0.05.
Abstract: Digital technologies offer many opportunities in the
design and implementation of brand communication and advertising.
Augmented reality (AR) is an innovative technology in marketing
communication that focuses on the fact that virtual interaction with a
product ad offers additional value to consumers. AR enables
consumers to obtain (almost) real product experiences by the way of
virtual information even before the purchase of a certain product.
Aim of AR applications in relation with advertising is in-depth
examination of product characteristics to enhance product knowledge
as well as brand knowledge. Interactive design of advertising
provides observers with an intense examination of a specific
advertising message and therefore leads to better brand knowledge.
The elaboration likelihood model and the central route to persuasion
strongly support this argumentation. Nevertheless, AR in brand
communication is still in an initial stage and therefore scientific
findings about the impact of AR on information processing and brand
attitude are rare. The aim of this paper is to empirically investigate
the potential of AR applications in combination with traditional print
advertising. To that effect an experimental design with different
levels of interactivity is built to measure the impact of interactivity of
an ad on different variables o advertising effectiveness.
Abstract: This paper discusses the potential benefits of an
interactive multimedia information representation in enhancing
students’ critical thinking aligned with history reasoning in learning
history amongst Secondary School students in Malaysia. Two modes
of multimedia information representation were implemented;
chronologic and thematic information representations. A qualitative
study of an unstructured interview was conducted among two history
teachers, one history education lecturer, two i-think experts, and five
students from Form Four secondary school. The interview was to
elicit their opinions on the implementation of thinking maps and
interactive multimedia information representation in history learning.
The key elements of the interactive multimedia (e.g. multiple media,
user control, interactivity and use of timelines and concept maps)
were then considered to improve the learning process. Findings of the
preliminary investigation reveal that the interactive multimedia
information representations have the potential benefits to be
implemented as an instructional resource in enhancing students’
higher order thinking skills (HOTs). This paper concludes by giving
suggestions for future work.
Abstract: Media displays in public areas are becoming
increasingly pervasive—they are used in many settings, come in
different sizes, serve different purposes, and have varied degrees of
interactivity. In this paper, we aim to provide a survey of how these
displays, often named media façades, are used in the wild in a city in
China which is undergoing a rapid growth. This survey is intended to
raise greater awareness and discussion about the use and effect of
these displays in public areas. Through this survey, we have been
able to distill some lessons of what is good, bad, and ugly about some
current examples of media displays used in a city that is transitioning
into becoming a modern one and one that is located in one of the
fastest growing areas in Asia. With this research, we hope that we can
provide technology designers and architects with some general
principles that can help them integrate these types of technologies
into their architectural creations.
Abstract: This paper presents the enhanced frame-based video coding scheme. The input source video to the enhanced frame-based video encoder consists of a rectangular-size video and shapes of arbitrarily-shaped objects on video frames. The rectangular frame texture is encoded by the conventional frame-based coding technique and the video object-s shape is encoded using the contour-based vertex coding. It is possible to achieve several useful content-based functionalities by utilizing the shape information in the bitstream at the cost of a very small overhead to the bitrate.
Abstract: Interactive installations for public spaces are a
particular kind of interactive systems, the design of which has been
the subject of several research studies. Sensor-based applications are
becoming increasingly popular, but the human-computer interaction
community is still far from reaching sound, effective large-scale
interactive installations for public spaces. The 6DSpaces project is
described in this paper as a research approach based on studying the
role of multisensory interactivity and how it can be effectively used
to approach people to digital, scientific contents. The design of an
entire scientific exhibition is described and the result was evaluated
in the real world context of a Science Centre. Conclusions bring
insight into how the human-computer interaction should be designed
in order to maximize the overall experience.
Abstract: This paper has two main ideas. Firstly, it describes Evans and Wurster-s concepts “the trade-off between reach and richness", and relates them to the impact of technology on the virtual markets. Authors Evans and Wurster see the transfer of information as a 'trade'off between richness and reach-. Reach refers to the number of people who share particular information, with Richness ['Rich'] being a more complex concept combining: bandwidth, customization, interactivity, reliability, security and currency. Traditional shopping limits the number of shops the shopper is able to visit due to time and other cost constraints; the time spent traveling consequently leaves the shopper with less time to evaluate the product. The paper concludes that although the Web provides Reach, offering Richness and the sense of community required for creating and sustaining relationships with potential clients could be difficult.
Abstract: There have been many variations of technologies that helped educators in teaching & learning. From the past research it is evident that Information Technology significantly increases student participation and interactivity in the classrooms. This research started with a aim to find whether adoption of Wi-Fi environment by Malaysian Higher Educational Institutions (HEI) can benefit students and staff equally. The study was carried out in HEI-s of Klang Valley, Malaysia and the data is gathered through paper based surveys. A sample size of 237 units were randomly selected from 5 higher educational institutions in the Klang Valley using the Stratified Random sampling method and from the analysis of the data, it was found that the implementation of wireless technologies in HEIs have created lot of opportunities and also challenges.
Abstract: The study aims to develop a framework of social
network management to enhance customer relationship. Social
network management of this research is derived from social network
site management, individual and organization social network usage
motivation. The survey was conducted with organization employees
who have used social network to interact with customers. The results
reveal that content, link, privacy and security, page design and
interactivity are the major issues of social network site management.
Content, link, privacy and security, individual and organization
motivation have major impacts on encouraging business knowledge
sharing among employees. Moreover, Page design and interactivity,
content, organization motivation and knowledge sharing can improve
customer relationships.
Abstract: Collaborative problem solving in e-learning can take
in the form of discussion among learner, creating a highly social
learning environment and characterized by participation and
interactivity. This paper, designed a collaborative learning
environment where agent act as co-learner, can play different roles
during interaction. Since different roles have been assigned to the
agent, learner will assume that multiple co-learner exists to help and
guide him all throughout the collaborative problem solving process,
but in fact, alone during the learning process. Specifically, it answers
the questions what roles of the agent should be incorporated to
contribute better learning outcomes, how agent will facilitate the
communication process to provide social learning and interactivity
and what are the specific instructional strategies that facilitate learner
participation, increased skill acquisition and develop critical thinking.
Abstract: This research investigates the use of digital technology
namely interactive multimedia in effective art education provided by
museum. Several multimedia experience examples created for art
education are study case subjected to assistance audiences- learning
within the context of existing theory in the field of interactive
multimedia.
Abstract: The term interactive education indicates the meaning
related with multidisciplinary aspects of distance education following
contemporary means around a common basis with different
functional requirements. The aim of this paper is to reflect the new
techniques in education with the new methods and inventions. These
methods are better supplied by interactivity. The integration of
interactive facilities in the discipline of education with distance
learning is not a new concept but in addition the usage of these
methods on design issue is newly being adapted to design education.
In this paper the general approach of this method and after the
analysis of different samples, the advantages and disadvantages of
these approaches are being identified. The method of this paper is to
evaluate the related samples and then analyzing the main hypothesis.
The main focus is to mention the formation processes of this
education. Technological developments in education should be
filtered around the necessities of the design education and the
structure of the system could then be formed or renewed. The
conclusion indicates that interactive methods of education in design
issue is a meaning capturing not only technical and computational
intelligence aspects but also aesthetical and artistic approaches
coming together around the same purpose.
Abstract: Some believe that stigma is the worst side effect of the
people who have mental illness. Mental illness researchers have
focused on the influence of mass media on the stigmatization of the
people with mental illness. However, no studies have investigated the
effects of the interactive media, such as blogs, on the stigmatization
of mentally ill people, even though the media have a significant
influence on people in all areas of life. The purpose of this study is to
investigate the use of interactivity in destigmatization of the mentally
ill and the moderating effect of self-construal (independent versus
interdependent self-construal) on the relation between interactivity
and destigmatization. The findings suggested that people in the
human-human interaction condition had less social distance toward
people with mental illness. Additionally, participants with higher
independence showed more favorable affection and less social
distance toward mentally ill people. Finally, direct contact with
mentally ill people increased a person-s positive affect toward people
with mental illness. The current study should provide insights for
mental health practitioners by suggesting how they can use
interactive media to approach the public that stigmatizes the mentally
ill.
Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.
Abstract: VRML( The virtual reality modeling language) is a standard language used to build up 3D virtualized models. The quick development of internet technology and computer manipulation has promoted the commercialization of reality virtualization. VRML, thereof, is expected to be the most effective framework of building up virtual reality. This article has studied plans to build virtualized scenes based on the technology of virtual reality and Java programe, and introduced how to execute real-time data transactions of VRML file and Java programe by applying Script Node, in doing so we have the VRML interactivity being strengthened.