7,894 research outputs found

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    Machine Learning Research Trends in Africa: A 30 Years Overview with Bibliometric Analysis Review

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    In this paper, a critical bibliometric analysis study is conducted, coupled with an extensive literature survey on recent developments and associated applications in machine learning research with a perspective on Africa. The presented bibliometric analysis study consists of 2761 machine learning-related documents, of which 98% were articles with at least 482 citations published in 903 journals during the past 30 years. Furthermore, the collated documents were retrieved from the Science Citation Index EXPANDED, comprising research publications from 54 African countries between 1993 and 2021. The bibliometric study shows the visualization of the current landscape and future trends in machine learning research and its application to facilitate future collaborative research and knowledge exchange among authors from different research institutions scattered across the African continent

    From wallet to mobile: exploring how mobile payments create customer value in the service experience

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    This study explores how mobile proximity payments (MPP) (e.g., Apple Pay) create customer value in the service experience compared to traditional payment methods (e.g. cash and card). The main objectives were firstly to understand how customer value manifests as an outcome in the MPP service experience, and secondly to understand how the customer activities in the process of using MPP create customer value. To achieve these objectives a conceptual framework is built upon the Grönroos-Voima Value Model (Grönroos and Voima, 2013), and uses the Theory of Consumption Value (Sheth et al., 1991) to determine the customer value constructs for MPP, which is complimented with Script theory (Abelson, 1981) to determine the value creating activities the consumer does in the process of paying with MPP. The study uses a sequential exploratory mixed methods design, wherein the first qualitative stage uses two methods, self-observations (n=200) and semi-structured interviews (n=18). The subsequent second quantitative stage uses an online survey (n=441) and Structural Equation Modelling analysis to further examine the relationships and effect between the value creating activities and customer value constructs identified in stage one. The academic contributions include the development of a model of mobile payment services value creation in the service experience, introducing the concept of in-use barriers which occur after adoption and constrains the consumers existing use of MPP, and revealing the importance of the mobile in-hand momentary condition as an antecedent state. Additionally, the customer value perspective of this thesis demonstrates an alternative to the dominant Information Technology approaches to researching mobile payments and broadens the view of technology from purely an object a user interacts with to an object that is immersed in consumers’ daily life

    Managing global virtual teams in the London FinTech industry

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    Today, the number of organisations that are adopting virtual working arrangements has exploded, and the London FinTech industry is no exception. During recent years, FinTech companies have increasingly developed virtual teams as a means of connecting and engaging geographically dispersed workers, lowering costs, and enabling greater speed and adaptability. As the first study in the United Kingdom regarding global virtual team management in the FinTech industry, this DBA research seeks answers to the question, “What makes for the successful management of a global virtual team in the London FinTech industry?”. Straussian grounded-theory method was chosen as this qualitative approach lets participants have their own voice and offers some flexibility. It also allows the researcher to have preconceived ideas about the research undertaking. The research work makes the case for appreciating the voice of people with lived experiences. Ten London-based FinTech Managers with considerable experience running virtual teams agreed to take part in this study. These Managers had spent time working at large, household-name firms with significant global reach, and one had recently become founder and CEO of his own firm, taking on clients and hiring contract staff from around the world. At least eight of the other participants were senior ‘Heads’ of various technology teams and one was a Managing Director working at a ‘Big Four’ consultancy. They had all (and many still did) spent years running geographically distributed teams with members as far away as Pacific Asia and they were all keen to discuss that breadth of experience and the challenges they faced. Results from these in-depth interviews suggested that there are myriad reasons for a global virtual team, from providing 24 hour, follow-the-sun service to locating the most cost-effective resources with the highest skills. It also confirmed that there are unique challenges to virtual management and new techniques are required to help navigate virtual managers through them. Managing a global virtual team requires much more than the traditional management competencies. Based on discussion with the respondents, a set of practical recommendations for global virtual team management was developed and covered a wide range of issues related to recruitment and selection, team building, developing standard operating procedures, communication, motivation, performance management, and building trust

    Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games

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    The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes

    Evidencing the experience of violence and loss of dignity among the forcibly displaced Rohingya refugees in Bangladesh

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    This research offers a detailed account of the Rohingya peoples’ experience of exclusion, discrimination and violence in Myanmar and their journey to Bangladesh to escape that violence and how/whether this has contributed to the loss of their dignity. It also documents their experiences of living as a forcibly displaced group in Bangladesh (since they are not officially recognised by Bangladesh as refugees) and the extent to which their dignity has been restored before going on to consider medium- and long-term solutions for the crisis they find themselves in. It is important to note that the Government of Bangladesh does not officially recognise the Rohingyas as refugees. However, the international community, certainly the UN has extended them refugee status. The Rohingyas themselves often refer to themselves as refugees. This report will generally identify them as refugees though may also use the term displaced Rohingya. The field research highlights what realistic changes would make a positive difference to leading safe and peaceful lives for the Rohingya. In essence they need a permanent home where they will be awarded full citizenship and treated with dignity, justice and equality and be supported out of poverty and to re-build their lives and positive communities. In doing so, it is necessary to recognise and address issues that are important to the dignity and well-being of those being helped. It is thus imperative to understand what the Rohingya refugees perceive as dignity (or its loss) and how it underpins their calls for supporting their future. The main objectives of this research focused on understanding: the pattern of oppressions the Rohingya experienced in Myanmar before 2017; the nature of violence experienced by the Rohingya in 2017 in Myanmar: the causes of their displacement and their displacement journey; how the Rohingya conceptualise their sense of dignity, and loss of dignity; the socioeconomic conditions the Rohingya are living in and the impact of displacement and delivery of assistance on the physical and psychological wellbeing of the Rohingya and on their dignity in the camps; the conceptualisations of dignity among those working to deliver aid to the Rohingya refugees and among Bangladesh Government representatives and their experiences of providing assistance; ways in which dignity might be improved and how they might find medium-tolong-term solutions to the Rohingya refugee crisis in Cox’s Bazar as suggested by respondents from the Rohingya camps, international humanitarian aid organisations and representatives of the Government of Bangladesh; and how to begin to deliver durable solutions which are meaningful to the Rohingya - to recommend actionable policy recommendation

    The Digital Continent:Placing Africa in Planetary Networks of Work

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    Only ten years ago, there were more internet users in countries like France or Germany than in all of Africa put together. But much has changed in a decade. The year 2018 marks the first year in human history in which a majority of the world’s population are now connected to the internet. This mass connectivity means that we have an internet that no longer connects only the world’s wealthy. Workers from Lagos to Johannesburg to Nairobi and everywhere in between can now apply for and carry out jobs coming from clients who themselves can be located anywhere in the world. Digital outsourcing firms can now also set up operations in the most unlikely of places in order to tap into hitherto disconnected labour forces. With CEOs in the Global North proclaiming that ‘location is a thing of the past’ (Upwork, 2018), and governments and civil society in Africa promising to create millions of jobs on the continent, the book asks what this ‘new world of digital work’ means to the lives of African workers. It draws from a year-long fieldwork in South Africa, Kenya, Nigeria, Ghana, and Uganda, with over 200 interviews with participants including gig workers, call and contact centre workers, self-employed freelancers, small-business owners, government officials, labour union officials, and industry experts. Focusing on both platform-based remote work and call and contact centre work, the book examines the job quality implications of digital work for the lives and livelihoods of African workers
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