3,702 research outputs found

    From Playability to a Hierarchical Game Usability Model

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    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.Comment: 2 pages, 1 figur

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    17th Edition of ECOOP Doctoral Symposium and PhD Workshop : Proceedings

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    A Phone Learning Model for Enhancing Productivity of Visually Impaired Civil Servants

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    Phone-based learning in civil service is the use of voice technologies to deliver learning and capacity building training services to government employees. The Internet revolution and advancement in Information and Communications Technology (ICT) have given rise to online and remote staff training for the purpose of enhancing workers productivity. The need for civil servants in Nigeria to develop capacity that will enhance knowledge is a key requirement to having competitive advantage in the work place. Existing online learning platforms (such as web-based learning, mobile learning, etc) did not consider the plight of the visually impaired. These platforms provide graphical interfaces that require sight to access. The visually impaired civil servants require auditory access to functionalities that exist in learning management system on the Internet. Thus a gap exist between the able-bodied and visually impaired civil servants on accessibility to e-learning platform. The objective of this paper is to provide a personalized telephone learning model and a prototype application that will enhance the productivity of the visually impaired workers in Government establishments in Nigeria. The model was designed using Unified Modeling Language (UML) diagram. The prototype application was implemented and evaluated. With the proposed model and application, the visually and mobility impaired worker are able to participate in routine staff training and consequently enhances their productivity just like their able-bodied counterparts. The prototype application also serves as an alternative training platform for the able-bodied workers. Future research direction for this study will include biometric authentication of learners accessing the applicatio

    A Phone Learning Model for Enhancing Productivity of Visually Impaired Civil Servants

    Get PDF
    Phone-based learning in civil service is the use of voice technologies to deliver learning and capacity building training services to government employees. The Internet revolution and advancement in Information and Communications Technology (ICT) have given rise to online and remote staff training for the purpose of enhancing workers productivity. The need for civil servants in Nigeria to develop capacity that will enhance knowledge is a key requirement to having competitive advantage in the work place. Existing online learning platforms (such as web-based learning, mobile learning, etc) did not consider the plight of the visually impaired. These platforms provide graphical interfaces that require sight to access. The visually impaired civil servants require auditory access to functionalities that exist in learning management system on the Internet. Thus a gap exist between the able-bodied and visually impaired civil servants on accessibility to e-learning platform. The objective of this paper is to provide a personalized telephone learning model and a prototype application that will enhance the productivity of the visually impaired workers in Government establishments in Nigeria. The model was designed using Unified Modeling Language (UML) diagram. The prototype application was implemented and evaluated. With the proposed model and application, the visually and mobility impaired worker are able to participate in routine staff training and consequently enhances their productivity just like their able-bodied counterparts. The prototype application also serves as an alternative training platform for the able-bodied workers. Future research direction for this study will include biometric authentication of learners accessing the applicatio

    An Empirical Judgment of Computer Simulated Ayo Game for Decision Making

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    Decision making plays an important role in the life of every living creature. Virtually on daily basis, people must make one or more decision. A faulty decision can lead to defeat in any competition. This paper presents the process of making decisions on the basis of knowledge of game playing as a major key in defining human characteristics. We simulated Ayo game playing on a digital computer and empirically evaluated the behavior of the prototype simulation. Empirical judgment was carried out on how experts play Ayo game as a means of evaluating the performance of the heuristics used to evolve the Ayo player in the simulation. A paper-based questionnaire was designed and administered to the Ayo game players which were used for the assessments of players’ perceptions of the prototype simulation, which gives room for statistical interpretation. This projects a novel means of solving the problem of decision making in move selections in computer game-playing of Ayo game

    An Experimental Validation of Public Cloud Mobile Banking

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    Currently, financial institutions incur huge expenditure to implement and maintain mobile banking (m- Banking) solutions and this cost is bound to rise significantly, as more customers subscribe to m-Banking services. Cloud computing has potential to facilitate reduced cost, high scalability and a variable cost structure that could guarantee cheaper, reliable and sustainable m-Banking in the long term. While the adoption of organizational private clouds seems natural for banks because of the sensitive nature of banking transactions, some have argued for the adoption of public clouds as a better alternative, despite concerns on issues such as trust, security and privacy. However, there is lack of sufficient empirical evidence in the literature on the suitability of public clouds for m- Banking. Hence, this study presents an investigation of the use of public cloud for m-Banking. A prototype cloud- based m-Banking application was developed using a public platform-as-a-service (Paas) cloud model, which was evaluated for usability and robustness in a controlled experiment. The evaluation result shows that m-Banking on public cloud is viable, if the cloud-based application is sufficiently robust and usable. The result also indicates that m-Banking services on public cloud are suitable for adoption by the banking industry
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