2,020 research outputs found

    InGAME international pathway to collaboration: Collaboration in Games UK-China

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    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    InGAME international pathway to collaboration: Collaboration in Games UK-China

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    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    Application of Crowdsourcing in User Experience collection – a case study of Malayalam mobile applications

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    Purpose – This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors. Design/methodology/approach – The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished. Findings – (1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual. Originality/value – This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes

    Автоматизована система обробки структурованих даних

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    Магістерська дисертація містить 111 сторінок, 18 рисунків, 36 таблиць, 9 додатків, 40 джерел. Об’єкт дослідження: структуровані дані. Предмет дослідження: автоматизація обробки структурованих даних. Актуальність теми: щодня для прийняття рішень та аналізу минулих подій та прогнозування використовується обробка даних. Низька гнучкість інформаційних систем відносно постійних змін у світі викликає потребу у вторинній обробці даних, яка часто проводиться вручну. Дане дослідження спрямоване на створення програмного рішення, яке забезпечить інтуїтивний та простий у використанні функціонал з автоматизованої обробки структурованих даних невеликих масштабів, використання якого значно скоротить час обробки даних людиною та, відповідно, час отримання з них дорогоцінної інформації. Мета дослідження: Метою дослідження є аналіз методів автоматизації обробки структуровних даних невеликого розміру та реалізація автоматизованої системи обробки структурованих даних. Відповідно до мети дослідження були поставлені його задачі: • проаналізувати предметну область та існуючі рішення проблеми; • сформувати вимоги до системи; • спроєктувати, розробити та протестувати автоматизовану систему обробки структурованих даних у відповідності до поставлених вимог; • провести маркетинговий аналіз стартап-проєкту на основі розробленої системи.The Master's thesis contains: 111 pages, 18 figures, 36 tables, 9 appendices, 40 sources. Object of research: structured data. Subject of research: automation of structured data processing. Relevance: data processing is used every day to make decisions, perform analysis of past event and prognosis of future ones. The often low flexibility of information systems causes the need for secondary data processing, often performed by hand. This thesis aims at creating a software solution providing a simple and intuitive functionality for automated small structured data processing. It’s usage will significantly decrease the time needed for a person to process moderate amounts of data and, as a result, also decrease the time needed to gain information from said data. The aim of the study: analysis of methods for structured small data processing and creation of an implementation of an automated structured data processing system. In order to achieve the aim of the study, following tasks have been set: • analyse the subject area and existing solutions; • formulate the requirements the system has to meet; • design, implement and test the automated structured data processing system according to set requirements; • conduct the marketing analysis for a startup project based on the implemented system

    UMSL Bulletin 2023-2024

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    The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp

    Challenges of Usability of E-Solutions in Reimagining Education in Nigeria

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    E-learning has been a main disruption in teaching and learning in the world, which has no doubt changed the narratives in the education sector. The advancements in the field of information and communication technologies have been a huge leap in the development of e-learning and presented a novel approach to education, with the switch from the conventional learning environment to transfer of knowledge online. During and after the COVID-19 pandemic it became imperative for more institutions of learning to adopt it. Despite the undeniable benefits of e-learning, usability has become the bane of its smooth implementation. This chapter highlights challenges associated with e-learning solutions and buttress the fact that usability will go a long way to give both teachers and learners a good user experience and give e-learning its pride of place in disruptive technologies. To successfully re-image education, more attention should be focused on ensuring usability of software solutions

    Moving from a Sales Led to a Product Led Business: Evaluation and value delivery in SaaS products self-service

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Driven Marketing, specialization in Digital Marketing and AnalyticsSaaS companies are transforming their traditional sales processes by taking advantage of their products as the main vehicle to acquire, activate, and retain customers. We focused on the SaaS software evaluation process and value delivery to examine how SaaS products that can be evaluated in self-service, by the users, deliver value along the customer journey. For this, we conducted qualitative research through in-depth interviews with senior executives from companies in different growth stages and geographies and observations to explore the strategies and organizational initiatives to seize the opportunities associated with product-led business models. Our findings evidence two main categories - evaluation and value. Evaluations start top-down, driven by a clear strategic direction from the management team or to address a pressing need that is hindering the business from moving forward, or bottom-up, started by the users with a clear use case, and connected to an urgent, often daily, need. Value, in the product-led model, is now delivered sooner on the customer journey creating a shift to the left in value delivered, now closer to the start of an evaluation, and value captured is going right, now after value is delivered and the product is started to be adopted. A discussion on how sales-led and product-led evaluation and value delivery, across the customer journey, differ is presented. Finally, we offer recommendations to business leaders wanting to move to product-led growth

    The Implementation of Business Process Blockchain Technology Based of MSCWR SmartBox Model

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    Blockchain technology uses in many fields, and one of them is logistics. This study aims to propose designing and implementing a blockchain technology-based application for logistics delivery combined with the Internet of Things (IoT) called MSCWR. Logistics and delivery of valuable products have a common problem, and security is also questionable. Therefore, the research process in making prototypes starts by defining the problem, planning, prototyping, testing, and designing validation. The methodology used is User-Centered Design, focus group discussion conducted with business actors directly, and system or prototype development using the System Development Life Cycle framework. As a result, the business processes create using an activity diagram, the features define using a use case diagram, and the screen design to show the prototype development created at an early stage in the research. Finally, the testing conducts to test how well the system is running. In the end, the validation of test results performs in good results &nbsp
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