Abstract: The access to relevant information that is adapted to
user’s needs, preferences and environment is a challenge in many
applications running. That causes an appearance of context-aware
systems. To facilitate the development of this class of applications, it
is necessary that these applications share a common context
metamodel. In this article, we will present our context metamodel
that is defined using the OMG Meta Object facility (MOF).This
metamodel is based on the analysis and synthesis of context concepts
proposed in literature.
Abstract: The aim of this work was to characterize a potential
target group of people interested in participating into a training
program in organic farming in the context of mobile-learning. The
information sought addressed in particular, but not exclusively,
possible contents, formats and forms of evaluation that will
contribute to define the course objectives and curriculum, as well as
to ensure that the course meets the needs of the learners and their
preferences. The sample was selected among different European
countries. The questionnaires were delivered electronically for
answering on-line and in the end 135 consented valid questionnaires
were obtained. The results allowed characterizing the target group
and identifying their training needs and preferences towards m-learning
formats, giving valuable tools to design the training offer.
Abstract: Fruit juices play important roles in human health as
being a key part of nutrition. Juice and nectar are two categories of
drinks with so many variations for consumers, regardless of age,
lifestyle and taste preferences, which they can find their favorites.
Juices contain 100% pulp when pulp content of ‘nectar’ changes
between 25%-50%. In this study, potassium (K), magnesium (Mg),
and phosphorus (P) contents in orange juice and nectar is determined
for conscious consumption. For this purpose inductively coupled
plasma optical emission spectrometry (ICP-OES) is used to find out
potassium (K), magnesium (Mg), and phosphorus (P) contents in
orange juices and nectar. Furthermore, the daily intake of elements
from orange juice and nectar that affects human health is also
investigated. From the results of experiments K, Mg and P contents
are found in orange juice as 1351; 73,25; 89,27 ppm and in orange
nectar as 986; 33,76; 51,30 respectively.
Abstract: Game theory is the study of how people interact and
make decisions to handle competitive situations. It has mainly been
developed to study decision making in complex situations. Humans
routinely alter their behaviour in response to changes in their social
and physical environment. As a consequence, the outcomes of
decisions that depend on the behaviour of multiple decision makers
are difficult to predict and require highly adaptive decision-making
strategies. In addition to the decision makers may have preferences
regarding consequences to other individuals and choose their actions
to improve or reduce the well-being of others. Nash equilibrium is a
fundamental concept in the theory of games and the most widely used
method of predicting the outcome of a strategic interaction in the
social sciences. A Nash Equilibrium exists when there is no unilateral
profitable deviation from any of the players involved. On the other
hand, no player in the game would take a different action as long as
every other player remains the same.
Abstract: Currently, there is excessively growing information
about places on Facebook, which is the largest social network but
such information is not explicitly organized and ranked. Therefore
users cannot exploit such data to recommend places conveniently and
quickly. This paper proposes a Facebook application and an Android
application that recommend places based on the number of check-ins
of those places, the distance of those places from the current location,
the number of people who like Facebook page of those places, and
the number of talking about of those places. Related Facebook data is
gathered via Facebook API requests. The experimental results of the
developed applications show that the applications can recommend
places and rank interesting places from the most to the least. We have
found that the average satisfied score of the proposed Facebook
application is 4.8 out of 5. The users’ satisfaction can increase by
adding the app features that support personalization in terms of
interests and preferences.
Abstract: The classroom of the 21st century is an ever changing
forum for new and innovative thoughts and ideas. With increasing
technology and opportunity, students have rapid access to
information that only decades ago would have taken weeks to obtain.
Unfortunately, new techniques and technology are not the cure for
the fundamental problems that have plagued the classroom ever since
education was established. Class size has been an issue long debated
in academia. While it is difficult to pin point an exact number, it is
clear that in this case more does not mean better. By looking into the
success and pitfalls of classroom size the true advantages of smaller
classes will become clear. Previously, one class was comprised of 50
students. Being seventeen and eighteen- year- old students,
sometimes it was quite difficult for them to stay focused. To help
them understand and gain much knowledge, a researcher introduced
“The Theory of Multiple Intelligence” and this, in fact, enabled
students to learn according to their own learning preferences no
matter how they were being taught. In this lesson, the researcher
designed a cycle of learning activities involving all intelligences so
that everyone had equal opportunities to learn.
Abstract: Map is a powerful and convenient tool in helping us to
navigate to different places, but the use of indirect devices often
makes its usage cumbersome. This study intends to propose a new
map navigation dialogue that uses hand gesture. A set of dialogue
was developed from users’ perspective to provide users complete
freedom for panning, zooming, rotate, tilt and find direction
operations. A participatory design experiment was involved here
where one hand gesture and two hand gesture dialogues had been
analysed in the forms of hand gestures to develop a set of usable
dialogues. The major finding was that users prefer one-hand gesture
compared to two-hand gesture in map navigation.
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: Social media continues to grow, and user interfaces
may become more appealing if cultural characteristics are
incorporated into their design.
Facebook was designed in the west, and the original language was
English. Subsequently, the words in the user interface were translated
to other languages, including Arabic.
Arabic words are written from right to left, and English is written
from left to right. The translated version may misrepresent the
original design and users’ preferences may be influenced by their
culture, which should be considered in the user interface design.
Previous research indicates that users are more comfortable when
interacting with a user interface, which relates to their own culture.
Therefore, this paper, using a survey, investigates the preferences of
Saudi Arabians on the Arabic version of the user interface of
Facebook.
Abstract: Recommendation systems are widely used in
e-commerce applications. The engine of a current recommendation
system recommends items to a particular user based on user
preferences and previous high ratings. Various recommendation
schemes such as collaborative filtering and content-based approaches
are used to build a recommendation system. Most of current
recommendation systems were developed to fit a certain domain such
as books, articles, and movies. We propose1 a hybrid framework
recommendation system to be applied on two dimensional spaces
(User × Item) with a large number of Users and a small number
of Items. Moreover, our proposed framework makes use of both
favorite and non-favorite items of a particular user. The proposed
framework is built upon the integration of association rules mining
and the content-based approach. The results of experiments show
that our proposed framework can provide accurate recommendations
to users.
Abstract: The classroom of the 21st century is an ever changing forum for new and innovative thoughts and ideas. With increasing technology and opportunity, students have rapid access to information that only decades ago would have taken weeks to obtain. Unfortunately, new techniques and technology is not a cure for the fundamental problems that have plagued the classroom ever since education was established. Class size has been an issue long debated in academia. While it is difficult to pin point an exact number, it is clear that in this case more does not mean better. By looking into the success and pitfalls of classroom size the true advantages of smaller classes will become clear. Previously, one class was comprised of 50 students. Being seventeen and eighteen-year-old students, sometimes it was quite difficult for them to stay focused. To help them understand and gain much knowledge, a researcher introduced “The Theory of Multiple Intelligence” and this, in fact, enabled students to learn according to their own learning preferences no matter how they were being taught. In this lesson, the researcher designed a cycle of learning activities involving all intelligences so that everyone had equal opportunities to learn.
Abstract: The purpose of this study is to identify the teaching method practices of the practical work subject in Vocational Secondary School. This study examined the practice of Vocational Teaching Method in Automotive Practical Work. The quantitative method used the sets of the questionnaire. 283 students and 63 teachers involved from ten VSS involved in this research. Research finding showed in conducting the introduction session teachers prefer used the demonstration method and questioning technique. While in deliver the content of practical task, teachers applied group monitoring and problem solving approach. To conclude the task of automotive practical work, teachers choose re-explain and report writing to make sure students really understand all the process of teaching. VTM-APW also involved the competency-based concept to embed in the model. Derived from factors investigated, research produced the combination of elements in teaching skills and vocational skills which could be used as the best teaching method in automotive practical work for school level. As conclusion this study has concluded that the VTM-APW model is able to apply in teaching to make an improvement with current practices in Vocational Secondary School. Hence, teachers are suggested to use this method to enhance student's knowledge in Automotive and teachers will deliver skills to the current and future workforce relevant with the required competency skilled in workplace.
Abstract: Children today use computer based application in
various activities especially for learning and education. Many of
these tools and application such as the Computer Aided
Pronunciation Training (CAPT) systems enable children to explore
and experience them with little supervision from the adults. In order
for these tools and application to have maximum effect on the
children’s learning and education, it must be attractive to the children
to use them. This could be achieved with the proper user interface
(UI) design. As children grow, so do their ability, taste and
preferences. They interact differently with these applications as they
grow older. This study reviews several articles on how age factors
influence the UI design. The review focuses on age related abilities
such as cognitive, literacy, concentration and feedback requirement.
We have also evaluated few of existing CAPT systems and determine
the influence of age-based factors on the interface design.
Abstract: This study investigates the reliability of management earnings forecasts with reference to these two ingredients: verifiability and neutrality. Specifically, we examine the biasedness (or accuracy) of management earnings forecasts and company specific characteristics that can be associated with accuracy. Based on sample of 102 IPO prospectuses published for admission on NYSE Euronext Paris from 2002 to 2010, we found that these forecasts are on average optimistic and two of the five test variables, earnings variability and financial leverage are significant in explaining ex post bias. Acknowledging the possibility that the bias is the result of the managers’ forecasting behavior, we then examine whether managers decide to under-predict, over-predict or forecast accurately for self-serving purposes. Explicitly, we examine the role of financial distress, operating performance, ownership by insiders and the economy state in influencing managers’ forecasting preferences. We find that managers of distressed firms seem to over-predict future earnings. We also find that when managers are given more stock options, they tend to under-predict future earnings. Finally, we conclude that the management earnings forecasts are affected by an intentional bias due to managers’ forecasting preferences.
Abstract: The study aims to explore the relationship between risk perception of rockfall and revisit intention using a Structural Equation Modeling (SEM) analysis. A total of 573 valid questionnaires are collected from travelers to Taroko National Park, Taiwan. The findings show the majority of travelers have the medium perception of rockfall risk, and are willing to revisit the Taroko National Park. The revisit intention to Taroko National Park is influenced by hazardous preferences, willingness-to-pay, obstruction and attraction. The risk perception has an indirect effect on revisit intention through influencing willingness-to-pay. The study results can be a reference for mitigation the rockfall disaster.
Abstract: The generation of an idea that goes through several
phases is affected by individual factors, interests, preferences and
motivation. The purpose of this research was to analyze the
difference in difficulties of generating ideas according to individual
learning styles. A total of 375 technical students from four technical
universities in Malaysia were randomly selected as samples. The
Kolb Learning Styles Inventory and a set of developed questionnaires
were used in this research. The results showed that the most dominant
learning style among technical students is Doer. A total of 319
(85.1%) technical students faced difficulties in solving individual
assignments. Most of the problem faced by technical students is the
difficulty of generating ideas for solving individual assignments.
There was no significant difference in difficulties of generating ideas
according to students’ learning styles. Therefore, students need to
learn higher order thinking skills enabling students to generate ideas
and consequently complete assignments.
Abstract: This study is conducted to investigate the disparity of between learning styles and cognitive abilities specifically in Vocational Education. Felder and Silverman Learning Styles Model (FSLSM) was applied to measure the students’ learning styles while the content in Building Construction Subject consists; knowledge, skills and problem solving were taken into account in constructing the elements of cognitive abilities. Building Construction is one of the vocational courses offered in Vocational Education structure. There are four dimension of learning styles proposed by Felder and Silverman intended to capture student learning preferences with regards to processing either active or reflective, perception based on sensing or intuitive, input of information used visual or verbal and understanding information represent with sequential or global learner. Felder-Solomon Learning Styles Index was developed based on FSLSM and the questions were used to identify what type of student learning preferences. The index consists 44 item-questions characterize for learning styles dimension in FSLSM. The achievement test was developed to determine the students’ cognitive abilities. The quantitative data was analyzed in descriptive and inferential statistic involving Multivariate Analysis of Variance (MANOVA). The study discovered students are tending to be visual learners and each type of learner having significant difference whereas cognitive abilities there are different finding for each type of learners in knowledge, skills and problem solving. This study concludes the gap between type of learner and the cognitive abilities in few illustrations and it explained how the connecting made. The finding may help teachers to facilitate students more effectively and to boost the student’s cognitive abilities.
Abstract: As the ecology of Lake Shihwa has been restored significantly nowadays, the urban development is in progress around Lake Shihwa areas. Each development project includes a plan on utilizing waterfront areas, but there exist a difference on waterfront design criteria between experts and users. Therefore, it is significant to analyze preferences in design elements of existing waterfront parks around Lake Shihwa (Ansan Waterfront Park, Shihwa Reed Wetland Park, and T-Light Park) based on users’ perspectives and to reflect the result on upcoming waterfront developments. This study derives design elements on waterfront parks from literature reviews. The survey questionnaires are created based on these classified elements and the surveys are conducted to experts and users with in-depth interviews. For all three parks, several park facilities appear to be not recognized by users. Therefore the circulation path should be introduced in guide maps and information activities and furthermore in disposition of park facilities.
Abstract: This study examined coaching leadership traits as preferred by athletes of universities and colleges of education located in Lagos State, South West Nigeria. Athletes from two universities (n=99) and two colleges of education (n=92) were involved as study sample. The Leadership Trait Preference Questionnaire (LTPQ) was used to measure athletes’ preferences. Mean and Spearman rank order statistics were used to analyze collected data. Results showed that the traits of friendliness and happiness, sense of humour and cheerfulness, and cooperation were most preferred irrespective of type of institution. College of education athletes were found to have higher mean preferences (M=34.54; SD=9.42) of leadership traits than their university counterparts (M=33.64; SD=9.46). A significantly strong relationship (rho=.81;*p
Abstract: The information visualization is still a knowledge field that lacks from a solid theory to support it and there is a myriad of existing methodologies and taxonomies that can be combined and adopted as guidelines. In this context, it is necessary to pre-evaluate as much as possible all the assumptions that are considered for its design and development. We present an exploratory study (n = 123) to detect the graphical preferences of travelers using accommodation portals of Web 2.0 (e.g. tripadvisor.com). We took into account some of the most relevant ground rules applied in the field to map visually data and design end-user interaction. Moreover, the evaluation process was completely data visualization oriented. We found out that people tend to refuse more advanced types of visualization and that a hybrid combination between radial graphs and stacked bars should be explored. In sum, this paper introduces new findings about the visual model and the cognitive response of users of accommodation booking websites.