83 research outputs found

    Game design research: an introduction to theory & practice

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    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research

    Proceedings of the 8th Workshop on Semantic Ambient Media Experiences (SAME 2016): Smart Cities for Better Living with HCI and UX - SEACHI Extended Papers

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    Digital and interactive technologies are becoming increasingly embedded in everyday lives of people around the world. Application of technologies such as real-time, context-aware, and interactive technologies; augmented and immersive realities; social media; and location-based services has been particularly evident in urban environments where technological and sociocultural infrastructures enable easier deployment and adoption as compared to non-urban areas. There has been growing consumer demand for new forms of experiences and services enabled through these emerging technologies. We call this ambient media, as the media is embedded in the natural human living environment. The 8th Semantic Ambient Media Workshop Experience (SAME) Proceedings where based on a collaboration between the SEACHI Workshop Smart Cities for Better Living with HCI and UX, which has been organized by UX Indonesia and was held in conjunction with Computers and Human-Computer Interaction (CHI) 2016 in San Jose, CA USA. The extended versions of the workshop papers are freely available through http://www.ambientmediaassociation.org/Journal under open access by the International Ambient Media Association (iAMEA). iAMEA is hosting the international open access journal entitled “International Journal on Information Systems and Management in Creative eMediaâ€, and the international open access series “International Series on Information Systems and Management in Creative eMedia†(see http://www.ambientmediaassociation.org). The International Ambient Media Association (AMEA) organizes the Semantic Ambient Media (SAME) workshop series, which took place in 2008 in conjunction with ACM Multimedia 2008 in Vancouver, Canada; in 2009 in conjunction with AmI 2009 in Salzburg, Austria; in 2010 in conjunction with AmI 2010 in Malaga, Spain; in 2011 in conjunction with Communities and Technologies 2011 in Brisbane, Australia; in 2012 in conjunction with Pervasive 2012 in Newcastle, UK; and in 2013 in conjunction with C&T 2013 in Munich, Germany; and in 2014 in conjunction with NordCHI 2014 in Helsinki, Finland. The workshop organizers present you a fascinating crossover of latest cutting edge views on the topic of ambient media, and hope you will be enjoying the reading. We also would like to thank all the contributors, as only with their enthusiasm the workshop can become a success. At least we would like to thank the lovely organizing team of CHI 2016, the SEACHI 2016 organisers, and our programme committee members

    Development and evaluation of an interactive virtual audience for a public speaking training application

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    Einleitung: Eine der häufigsten sozialen Ängste ist die Angst vor öffentlichem Sprechen. Virtual-Reality- (VR-) Trainingsanwendungen sind ein vielversprechendes Instrument, um die Sprechangst zu reduzieren und die individuellen Sprachfähigkeiten zu verbessern. Grundvoraussetzung hierfür ist die Implementierung eines realistischen und interaktiven Sprecher-Publikum-Verhaltens. Ziel: Die Studie zielte darauf ab, ein realistisches und interaktives Publikum für eine VR-Anwendung zu entwickeln und zu bewerten, welches für die Trainingsanwendung von öffentlichem Sprechen angewendet wird. Zunächst wurde eine Beobachtungsstudie zu den Verhaltensmustern von Sprecher und Publikum durchgeführt. Anschließend wurden die identifizierten Muster in eine VR-Anwendung implementiert. Die Wahrnehmung der implementierten Interaktionsmuster wurde in einer weiteren Studie aus Sicht der Nutzer evaluiert. Beobachtungsstudie (1): Aufgrund der nicht ausreichenden Datengrundlage zum realen interaktiven Verhalten zwischen Sprecher und Publikum lautet die erste Forschungsfrage "Welche Sprecher-Publikums-Interaktionsmuster können im realen Umfeld identifiziert werden?". Es wurde eine strukturierte, nicht teilnehmende, offene Beobachtungsstudie durchgeführt. Ein reales Publikum wurde auf Video aufgezeichnet und die Inhalte analysiert. Die Stichprobe ergab N = 6484 beobachtete Interaktionsmuster. Es wurde festgestellt, dass Sprecher mehr Dialoge als das Publikum initiieren und wie die Zuschauer auf Gesichtsausdrücke und Gesten der Sprecher reagieren. Implementierungsstudie (2): Um effiziente Wege zur Implementierung der Ergebnisse der Beobachtungsstudie in die Trainingsanwendung zu finden, wurde die Forschungsfrage wie folgt formuliert: "Wie können Interaktionsmuster zwischen Sprecher und Publikum in eine virtuelle Anwendung implementiert werden?". Das Hardware-Setup bestand aus einer CAVE, Infitec-Brille und einem ART Head-Tracking. Die Software wurde mit 3D-Excite RTT DeltaGen 12.2 realisiert. Zur Beantwortung der zweiten Forschungsfrage wurden mehrere mögliche technische Lösungen systematisch untersucht, bis effiziente Lösungen gefunden wurden. Infolgedessen wurden die selbst erstellte Audioerkennung, die Kinect-Bewegungserkennung, die Affectiva-Gesichtserkennung und die selbst erstellten Fragen implementiert, um das interaktive Verhalten des Publikums in der Trainingsanwendung für öffentliches Sprechen zu realisieren. Evaluationsstudie (3): Um herauszufinden, ob die Implementierung interaktiver Verhaltensmuster den Erwartungen der Benutzer entsprach, wurde die dritte Forschungsfrage folgendermaßen formuliert: “Wie beeinflusst die Interaktivität einer virtuellen Anwendung für öffentliches Reden die Benutzererfahrung?”. Eine experimentelle Benutzer-Querschnittsstudie wurde mit N = 57 Teilnehmerinnen (65% Männer, 35% Frauen; Durchschnittsalter = 25.98, SD = 4.68) durchgeführt, die entweder der interaktiven oder nicht-interaktiven VR-Anwendung zugewiesen wurden. Die Ergebnisse zeigten, dass, es einen signifikanten Unterschied in der Wahrnehmung zwischen den beiden Anwendungen gab. Allgemeine Schlussfolgerungen: Interaktionsmuster zwischen Sprecher und Publikum, die im wirklichen Leben beobachtet werden können, wurden in eine VR-Anwendung integriert, die Menschen dabei hilft, Angst vor dem öffentlichen Sprechen zu überwinden und ihre öffentlichen Sprechfähigkeiten zu trainieren. Die Ergebnisse zeigten eine hohe Relevanz der VR-Anwendungen für die Simulation öffentlichen Sprechens. Obwohl die Fragen des Publikums manuell gesteuert wurden, konnte das neu gestaltete Publikum mit den Versuchspersonen interagieren. Die vorgestellte VR-Anwendung zeigt daher einen hohen potenziellen Nutzen, Menschen beim Trainieren von Sprechfähigkeiten zu unterstützen. Die Fragen des Publikums wurden immer noch manuell von einem Bediener reguliert und die Studie wurde mit Teilnehmern durchgeführt, die nicht unter einem hohen Grad an Angst vor öffentlichem Sprechen leiden. Bei zukünftigen Studien sollten fortschrittlichere Technologien eingesetzt werden, beispielsweise Spracherkennung, 3D-Aufzeichnungen oder 3D-Livestreams einer realen Person und auch Teilnehmer mit einem hohen Grad an Angst vor öffentlichen Ansprachen beziehungsweise Sprechen in der Öffentlichkeit.Introduction: Fear of public speaking is the most common social fear. Virtual reality (VR) training applications are a promising tool to improve public speaking skills. To be successful, applications should feature a high scenario fidelity. One way to improve it is to implement realistic speaker-audience interactive behavior. Objective: The study aimed to develop and evaluate a realistic and interactive audience for a VR public speaking training application. First, an observation study on real speaker-audience interactive behavior patterns was conducted. Second, identified patterns were implemented in the VR application. Finally, an evaluation study identified users’ perceptions of the training application. Observation Study (1): Because of the lack of data on real speaker-audience interactive behavior, the first research question to be answered was “What speaker-audience interaction patterns can be identified in real life?”. A structured, non-participant, overt observation study was conducted. A real audience was video recorded, and content analyzed. The sample resulted in N = 6,484 observed interaction patterns. It was found that speakers, more often than audience members, initiate dialogues and how audience members react to speakers’ facial expressions and gestures. Implementation Study (2): To find efficient ways of implementing the results of the observation study in the training application, the second research question was formulated as: “How can speaker-audience interaction patterns be implemented into the virtual public speaking application?”. The hardware setup comprised a CAVE, Infitec glasses, and ART head tracking. The software was realized with 3D-Excite RTT DeltaGen 12.2. To answer the second research question, several possible technical solutions were explored systematically, until efficient solutions were found. As a result, self-created audio recognition, Kinect motion recognition, Affectiva facial recognition, and manual question generation were implemented to provide interactive audience behavior in the public speaking training application. Evaluation Study (3): To find out if implementing interactive behavior patterns met users’ expectations, the third research question was formulated as “How does interactivity of a virtual public speaking application affect user experience?”. An experimental, cross-sectional user study was conducted with (N = 57) participants (65% men, 35% women; Mage = 25.98, SD = 4.68) who used either an interactive or a non-interactive VR application condition. Results revealed that there was a significant difference in users’ perception of the two conditions. General Conclusions: Speaker-audience interaction patterns that can be observed in real life were incorporated into a VR application that helps people to overcome the fear of public speaking and train their public speaking skills. The findings showed a high relevance of interactivity for VR public speaking applications. Although questions from the audience were still regulated manually, the newly designed audience could interact with the speakers. Thus, the presented VR application is of potential value in helping people to train their public speaking skills. The questions from the audience were still regulated manually by an operator and we conducted the study with participants not suffering from high degrees of public speaking fear. Future work may use more advanced technology, such as speech recognition, 3D-records, or live 3D-streams of an actual person and include participants with high degrees of public speaking fear

    Reconsideration and extension of Cartesian genetic programming

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    This dissertation aims on analyzing fundamental concepts and dogmas of a graph-based genetic programming approach called Cartesian Genetic Programming (CGP) and introduces advanced genetic operators for CGP. The results of the experiments presented in this thesis lead to more knowledge about the algorithmic use of CGP and its underlying working mechanisms. CGP has been mostly used with a parametrization pattern, which has been prematurely generalized as the most efficient pattern for standard CGP and its variants. Several parametrization patterns are evaluated with more detailed and comprehensive experiments by using meta-optimization. This thesis also presents a first runtime analysis of CGP. The time complexity of a simple (1+1)-CGP algorithm is analyzed with a simple mathematical problem and a simple Boolean function problem. In the subfield of genetic operators for CGP, new recombination and mutation techniques that work on a phenotypic level are presented. The effectiveness of these operators is demonstrated on a widespread set of popular benchmark problems. Especially the role of recombination can be seen as a big open question in the field of CGP, since the lack of an effective recombination operator limits CGP to mutation-only use. Phenotypic exploration analysis is used to analyze the effects caused by the presented operators. This type of analysis also leads to new insights into the search behavior of CGP in continuous and discrete fitness spaces. Overall, the outcome of this thesis leads to a reconsideration of how CGP is effectively used and extends its adaption from Darwin's and Lamarck's theories of biological evolution

    Proceedings of the seventh international conference on well-being in the information society : fighting inequalities (WIS 2018)

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    This publication contains selected and reviewed abstracts that were presentded at the Well-Being In the Information Society - WIS 2018 conference, which took place in Turku in Finland, during 27-29 August, 2018. The conference, which started in 2006, is a biannual event that is now being held for the seventh time. The conference is multidisciplinary in nature. It brings together scientist and practitioners from several academic disciplines and professional specializations from around the world who share their current expertise and experiences, and exchange their views on the latest developments within the field. The focal point of the WIS conference has from the beginning been the use of information technology to promote equality in well-being. This, together with the main theme of the conference this year, ‘fighting inequalities’, is reflected in the content and emphasis in the publication. We would like to express our gratitude to all of those who have contributed to the WIS 2018 conference. We owe our special thanks to the Federation of Finnish Learned Societies, the Foundation for Economic Education and Åbo Akademi University Foundation. Without the financial support received from it, the event could not have taken place. The Programme Committee and the Programme Chairs also deserve appreciations for their work and the time that they committed to ensure that the conference became successful. We would also like to take this opportunity to acknowledge the work of the authors and thank them for participating in this publication, as well the external reviewers to helped to ensure the quality of it. It is our great pleasure and honour to introduce this issue of the TUCS Lecture Notes to the readers. We hope that it will stimulate the interest for further research about fighting inequality in well-being

    Optimal control problems solved via swarm intelligence

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    Questa tesi descrive come risolvere problemi di controllo ottimo tramite swarm in telligence. Grande enfasi viene posta circa la formulazione del problema di controllo ottimo, in particolare riguardo a punti fondamentali come l’identificazione delle incognite, la trascrizione numerica e la scelta del risolutore per la programmazione non lineare. L’algoritmo Particle Swarm Optimization viene preso in considerazione e la maggior parte dei problemi proposti sono risolti utilizzando una formulazione differential flatness. Quando viene usato l’approccio di dinamica inversa, il problema di ottimo relativo ai parametri di trascrizione è risolto assumendo che le traiettorie da identificare siano approssimate con curve B-splines. La tecnica Inverse-dynamics Particle Swarm Optimization, che viene impiegata nella maggior parte delle applicazioni numeriche di questa tesi, è una combinazione del Particle Swarm e della formulazione differential flatness. La tesi investiga anche altre opportunità di risolvere problemi di controllo ottimo tramite swarm intelligence, per esempio usando un approccio di dinamica diretta e imponendo a priori le condizioni necessarie di ottimalitá alla legge di controllo. Per tutti i problemi proposti, i risultati sono analizzati e confrontati con altri lavori in letteratura. Questa tesi mostra quindi the algoritmi metaeuristici possono essere usati per risolvere problemi di controllo ottimo, ma soluzioni ottime o quasi-ottime possono essere ottenute al variare della formulazione del problema.This thesis deals with solving optimal control problems via swarm intelligence. Great emphasis is given to the formulation of the optimal control problem regarding fundamental issues such as unknowns identification, numerical transcription and choice of the nonlinear programming solver. The Particle Swarm Optimization is taken into account, and most of the proposed problems are solved using a differential flatness formulation. When the inverse-dynamics approach is used, the transcribed parameter optimization problem is solved assuming that the unknown trajectories are approximated with B-spline curves. The Inverse-dynamics Particle Swarm Optimization technique, which is employed in the majority of the numerical applications in this work, is a combination of Particle Swarm and differential flatness formulation. This thesis also investigates other opportunities to solve optimal control problems with swarm intelligence, for instance using a direct dynamics approach and imposing a-priori the necessary optimality conditions to the control policy. For all the proposed problems, results are analyzed and compared with other works in the literature. This thesis shows that metaheuristic algorithms can be used to solve optimal control problems, but near-optimal or optimal solutions can be attained depending on the problem formulation

    Decision-making support for the alignment of business-process-driven organization with strategic plans.

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    Los planes de negocio son documentos en los que los equipos ejecutivos de las organizaciones (BETs, por sus siglas en inglés), especifican todos y cada uno de los aspectos de la organización. Dos componentes muy importantes de los planes de negocio son el plan de operaciones y el plan estratégico. El plan de operaciones recoge, tanto las actividades/tareas que se pueden realizar en la organización, para proporcionar los productos o servicios que se ofrecen, cómo la forma en que se han de llevar a cabo estas actividades/tareas; El plan estratégico especifica la dirección y los objetivos de la organización, elabora objetivos e identifica estrategias para alcanzar éstos objetivos. Las organizaciones siguen la dirección establecida sus planes estratégicos, pero debido a diversos factores, a menudo esto, mantener la dirección establecida es difícil. Uno de estos factores es la influencia de las personas, las cuales toman decisiones, en ocasiones basadas en su conocimiento local de la organización, sus experiencias previas y/o su intuición, en lugar de hacerlo mediante un análisis cuantitativo de cómo sus decisiones pueden afectar a la organización, y por tanto cómo de alineadas están con la dirección establecida. Esto hace que, en ocasiones, las decisiones no estén alineadas con la dirección marcada por la organización, y que además que ni se tenga constancia de este hecho. En esta tesis doctoral se proponen metodologías y mecanismos para ayudar a las personas, a tomar decisiones alineadas con la dirección establecida por la organización. La consultora GartnerTM considera que la capacidad de ayudar en el proceso de toma de decisión es crucial para los sistemas que respaldan las operaciones de la empresa (BPMSs, por sus siglas en inglés). Por esta razón, las metodologías y mecanismos propuestos en esta tesis, se integran dentro con los BPMSs, como sistemas de ayuda a la toma de decisiones (DSS, por sus siglas en inglés). De un análisis sistemático de la literatura existente, se derivaron varias propuestas para la mejora de DSSs, y se identificaron tres tipos de decisiones que se toman en procesos de negocio, las cuales no están ampliamente respaldadas por los DSSs actuales: (1) decisiones que direccionan la instancia de proceso de negocio (BPI, por sus siglas en inglés); (2) decisiones sobre el valor de las variables de entrada; y (3) decisiones sobre qué proceso de negocio (BP, por sus siglas in inglés) ejecutar. En esta tesis se proponen tres DSSs, cada uno de ellos, alineado con uno de los tipos de decisión antes mencionados. Los DSSs para el direccionamiento de BPIs constituyen uno de los campos de estudio más conocidos en el contexto de la toma de decisiones en BPs, sin embargo, las propuestas encontradas en la literatura, no permiten considerar el contexto en el que se está ejecutando la BPI, es decir, estas propuestas solo consideran la información relacionada con BPI en ejecución (es decir, sólo tienen en cuenta información local) y no consideran el estado global de la organización. El DSS, para direccionar BPIs presentado en esta tesis, propone un lenguaje que permite definir variables, la cuales representan el estado global de la organización, y además mecanismos para utilizar éstas variables en las decisiones de direccionamiento de la BPI. Gracias a esto, las decisiones se pueden tomar de manera global a la organización. Otro tipo de decisiones que se toman en BP está relacionado con elegir valores de entrada de los BP (por ejemplo, la cantidad a invertir o la cantidad de empleados que se asignan a una tarea). La elección de valores de entrada en BP puede influir directamente en que la empresa consiga los objetivos marcados, o no. Para determinar los valores más adecuados para las variables de entrada de los BP, se deben analizar tanto las instancias pasadas, como los modelos de procesos de negocio. En el DSS propuesto en esta tesis para decidir sobre los valores de entrada, la información extraída de instancias pasadas es utilizada utiliza para sugerir el rango de valores dentro del cual, el valor de la variable está alineado con los objetivos marcados por la organización. Dado que la información empleada para extraer el conocimiento de los BPI finalizados se almacena en bases de datos, también se propone una metodología para validar la alineación de los datos de estas instancias anteriores con el BP. Los DSS descritos anteriormente están relacionados con las decisiones tomadas sobre BPI, es decir BP que se están ya ejecutando; sin embargo, la elección de qué BP se debe ejecutar, también constituye una decisión en sí misma. Esta decisión también puede afectar el estado de la organización y, por lo tanto, puede afectar el logro de los objetivos especificados en los planes estratégicos de la organización. Estas decisiones se conocen como decisiones de gobernanza, y también deben estar alineadas con los planes estratégicos. Con el fin de conseguir este alineamiento, en esta tesis se propone una metodología para modelar, tanto los BP, como la medida en que la ejecución de éstos afecta a los indicadores de la organización. Éste modelad lo hacen personas (expertos en negocios), por lo que en esta tesis también se proponen mecanismos para su validación respecto de la actividad de la organización en el pasado. El DSS propuesto para decisiones de gobernanza, se basa en la capacidad de simular estos modelos, para predecir el estado final de la organización en caso de ejecutar uno varios procesos de negocio, en un momento determinado. Los DSSs y técnicas propuestas en esta tesis mejoran la capacidad de toma de decisiones en cuatro aspectos: 1. Ayudan a los usuarios a tomar decisiones alineadas con la dirección marcada por la organización, en función del estado general de la empresa y de lo que sucedió en el pasado. 2. Aseguran que las decisiones tomadas estén alineadas con los planes estratégicos, por lo que todas las personas involucradas en la organización toman decisiones de acuerdo con los objetivos definidos por la organización. 3. Aprovechan la información de ejecuciones pasadas de BP de la empresa, para mejorar la organización. 4. Aprovechan el conocimiento de las personas involucradas en la organización tienen del funcionamiento de la misma, al tiempo que permiten tomar decisión razonadas sobre por qué se toma realiza una acción u otra. Por otro lado, estas técnicas están orientadas a: ser utilizadas por expertos del negocio, es decir, personas sin formación técnica; contribuir a una mejor comprensión de cómo las acciones realizadas en la organización pueden afectar el logro de los objetivos definidos; y a permitir que información del estado de la organización pueda ser utilizada por terceras aplicaciones. Por último, destacar que las propuestas desarrolladas en el contexto de esta tesis y los ejemplos utilizados para ilustrarlas han sido extraídas de casos de empresas reales

    Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

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    In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.</p

    A Proposed Strategic Framework for the Survival of the Quantity Surveying Profession.

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    Master Degree. University of KwaZulu- Natal, Durban.In response to the ever-increasing changes in the global business environment, professions must evolve. Quantity surveyors are not invulnerable to these changes as an array of challenges threatens the existence of the profession. The quantity surveying profession require urgent and far-reaching strategic transformation that will overcome their threats and weaknesses and embrace the strengths and opportunities of the profession to ensure they survive and remain relevant in the ever-changing construction industry. The purpose of this study is to analyse the survival of the quantity surveying profession using a SWOT analysis in an attempt to to define the key strengths and weaknesses of the quantity surveying profession based on professional consultants’ experience in the profession, determine the key opportunities and threats which are perceived to impact the quantity surveying profession significantly and to develop and apply a strategic framework that could be used by the quantity surveying profession. The positivist paradigm was used for this study. The researcher chose quantitative research in the form of questionnaires. The questionnaires were given to quantity surveyors who are members of the Association of South African Quantity Surveyors (ASAQS). In addition, data was also collected from secondary sources such as literature reviews. A probability sampling method was chosen for this study. The desired method that will be used is the random sampling method. A total of 58 responses which were all usable (23.02%), were received specifically from members of the Association of South African Quantity Surveyors (ASAQS). Central Limit theorm supported the response rate. The data will be analysed with SPSS using factor analysis and descriptive analysis. Reliability was ensured by using the Cronbach’s alpha while validity was tested by ensuring all questions on the questionnaire were identified by the comprehensive literature review which was then validated during the pilot study. Four catergories of strengths of the quantity surveying profession exist. The four catergories are the ability to plan and solve problems, core quantity surveying measuring skills, project viability and interpersonal skills. Three catergories of weaknesses of the quantity surveying profession exist. The three catergories are technical inadequacies of quantity surveyors, resistance to change and lack of knowledge of and about the profession. Three catergories of opportunities of the quantity surveying profession exist. The three catergories are alternate positions for quantity surveyors, the need for quantity surveyors and new and existing roles in and out of the profession. Three catergories of threats of the quantity surveying profession exist. The three catergories are lack of the quantity surveying profession to market itself where new roles require an advancement of core quantity surveying services, external factors that hinder the performance of the profession and the lack of quantity surveying skills in the new generation. This study categorised the strengths, weaknesses, opportunities and threats with rankings being made within each category. In addition, through a strategic framework, the strengths of the quantity surveying profession can be used to minimise the threats of the profession and the weaknesses of the profession can be improved by taking advantage of the opportunities of the profession. Once the profession eliminates the weaknesses, they can avoid potential threats. Therefore, the profession can achieve sustained growth and remain relevant
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